248,632 Commits over 3,928 Days - 2.64cph!

4 Years Ago
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4 Years Ago
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4 Years Ago
Minor fix
4 Years Ago
GetFuelFraction now works
4 Years Ago
Code cleanup
4 Years Ago
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
4 Years Ago
Merge VehicleExplosionForces->Submarine
4 Years Ago
More balancing
4 Years Ago
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4 Years Ago
Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
4 Years Ago
Disable explosion forces on the NPC CH47, the AI seems to hate it
4 Years Ago
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
4 Years Ago
Enable explosion forces to push ANY non-kinematic type of vehicle in Rust, rather than just modular cars and submarines. Will need some value tweaking since some vehicles have unrealistic masses.
4 Years Ago
Subs move a bit when damaged with explosives (like modular cars do)
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Improve mugshot camera orientation a bit
4 Years Ago
Exclude some more mountable parameters from the BaseVehicle inspector
4 Years Ago
Merge Main->Submarine. Also fixed "salt water" ui appearing + don't allow player to drink the sea water while mounted in a submarine.
4 Years Ago
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4 Years Ago
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4 Years Ago
Landing effects can show when mounting something from the water due to the following scenario: - Player is moved to the new mounted position via a ForcePositionTo RPC from the server. - ClientInput sees that they're now grounded and changes IsGrounded to true. - FootstepEffects' Update tick sees the grounded change and plays DoLandingEffect(). - Separately, Client gets a Load with the updated mount data and sets isMounted to true, too late to stop the landing effect. ForcePositionTo is called after SendNetworkUpdate on the server, but sometimes arrives before. I couldn't work out an elegant fix for this. Instead I've added a RecentlyTeleported bool that goes true for one second after teleporting, and set FootstepEffects to not show a landing effect if RecentlyTeleported is true, which covers the gap between being teleported and being mounted.
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
Added Placeholder Assets Buildings Trees Rocks Boxes
4 Years Ago
Make sure continuations of tasks that do UI stuff are on the main thread
4 Years Ago
Working on refactoring network API calls First pass at using async / await for network API calls Make sure continuations of tasks that do UI stuff are on the main thread
4 Years Ago
Speed up writing to sv.files.db
4 Years Ago
merge from main
4 Years Ago
phrases and codegen check
4 Years Ago
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4 Years Ago
merge from ai
4 Years Ago
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4 Years Ago
fixed 'notes' alignment on contacts panel
4 Years Ago
making sure the fur meshes are in LOD0 only
4 Years Ago
code cleanup
4 Years Ago
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4 Years Ago
merge from ai
4 Years Ago
Hide the Win Summary when the stats round is over
4 Years Ago
fix for disappearing lods on stag ragdoll
4 Years Ago
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4 Years Ago
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4 Years Ago
merge from main
4 Years Ago
merge from ai
4 Years Ago
Reduced junk pile scientist range Fixed junk pile scientists charging the player incorrectly.
4 Years Ago
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4 Years Ago
More accurate vision distance. Reduced boar and stag vision ranges.
4 Years Ago
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4 Years Ago
merge from main