239,711 Commits over 3,837 Days - 2.60cph!

4 Years Ago
new landing pieces (models/gibs/colliders)
4 Years Ago
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4 Years Ago
Merge from ObjectMotionVectorFix_improvements
4 Years Ago
merge from main
4 Years Ago
Removed logs
4 Years Ago
[D11] Alters player mouthspeaker volume falloffs to fix hard panning
4 Years Ago
[D11] Alters player mouthspeaker volume falloffs to fix hard panning
4 Years Ago
Merge from main
4 Years Ago
Fix modal width
4 Years Ago
[D11] Fixes for the local game server (missed file): Removing the hack: now local server returns full URL of the map, including the correct network address and port.
4 Years Ago
[D11] Pass metrics root url to rustworks init
4 Years Ago
[D11] Fixes for the local game server: 1. Terminating the http thread when the game server is stopped to release the TCP port. Otherwise the client can't download the map. 2. Terminating the ping server without spitting nasty exceptions. 3. Using world cache for the server running in editor. Otherwise the map is not generated and client can't download the map. 4. Removing the hack: now local server returns full URL of the map, including the correct network address and port. Different lifecycle for the TCP Ping server: Stopping the tcp ping server if the main Unity thread is not responding. Restarting the tcp server if the main thread is back. This is also to be used by Rustwork to receive heartbeats from servers and populate the server list correspondingly.
4 Years Ago
[D11] Wait for StopPlayback before sending demo metrics
4 Years Ago
[D11] Demo metric recording
4 Years Ago
[D11] Removes unneeded calculation
4 Years Ago
[D11] removes unneeded calculation
4 Years Ago
[D11] Fixed Feedback QR code not being visible in builds
4 Years Ago
[D11] Changed Disconnection message when loosing connection from d11_server_shutdown to d11_connection_error
4 Years Ago
[D11] Added banned message which appears when joining a server while banned from Rustworks
4 Years Ago
Update hi res material meta files
4 Years Ago
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4 Years Ago
First pass on letting players destroy an empty chassis on a vehicle lift Once all modules have been removed the destroy option appears Once pressed, has a 10 second countdown before the chassis is destroyed The player can cancel the destroy at any time while the countdown is active
4 Years Ago
Merge in the latest push fix changes
4 Years Ago
Revert the earlier push fix merge subtraction, so we can merge the new changes in cleanly
4 Years Ago
Fix a couple of minor errors
4 Years Ago
Fixed cockpit with engine missing mount hot spots If an engine has no assigned mount spots it will now fall back to the old behaviour
4 Years Ago
Allow TriggerHurtNotChild to delay damage done. This is a fix attempt for drivers/passengers taking damage on vehicle exit.
4 Years Ago
Speculative fix for serverside NRE in autoturret
4 Years Ago
Rebuild manifest.
4 Years Ago
Merge from mount_sight_check2
4 Years Ago
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4 Years Ago
Make CoroutineEx.waitForSecondsRealtime finally use pooled instances!
4 Years Ago
Remove unused (and already disabled) collider from Modular Car driver seat
4 Years Ago
Vehicles now store a list of recent drivers, a driver is cleared from the list every 3 seconds If no driver is on a vehicle, use a driver from the list of recent drivers when assigning the initiator for damage in TriggerHurtNotChild
4 Years Ago
tweak vehicle texture
4 Years Ago
Footstep vfx positioning polish. Stripped pixel displacement from terrain splat reference materials. Manifest.
4 Years Ago
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4 Years Ago
'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
4 Years Ago
Restore the ability to start the car's engine by pressing the key for reverse
4 Years Ago
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
4 Years Ago
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
4 Years Ago
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4 Years Ago
Fix some bad pooling code in demo indexer
4 Years Ago
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4 Years Ago
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4 Years Ago
[D11] Better fix for only sending voice data within a certain range of players.
4 Years Ago
[D11] Fixes voice data transmit range server side
4 Years Ago
Added PlayerCheckLimit hook (Community Contribution)
4 Years Ago
Physgun glow/beam will no longer render in 3rd person if the weapon itself is hidden
4 Years Ago
Add PlayerCheckLimit hook (#1329) * Add PlayerCheckLimit hook * Call hook with limits also * Maxcount should be after count Also message about limit hit with hook results like regular code path * rid of the whitespace Co-authored-by: Python1320 <Python1320@users.noreply.github.com>