249,880 Commits over 3,959 Days - 2.63cph!

5 Years Ago
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5 Years Ago
Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
5 Years Ago
more recall powerup work hunter dragging vine can connect both players
5 Years Ago
Updated all other uses of the old Vehicle Movement layer in Rust to the new dual-layer system, with separate detailed (weapons, raycasts, player movement), and world (driving, collisions - server only) layers, now called Vehicle Detailed and Vehicle World respectively: -piano.deployed: Changed piano_collision layer from Vehicle Movement to Deployed. -piano.deployed.static: As above. -Compound: Changed collider layers on the piano as above. -ball.entity: Duplicated collider into detail and world versions. -RHIB: Duplicated collider into detail and world versions. -Rowboat: Added WorldCollision, using Rowboat_LOD2 as a simpler and more correct mesh collider instead of Old_Boat_GM. -minicopter.entity: Changed wheels to Vehicle World layer. Added a slightly simplified WorldCollision set. -ScrapTransportHelicopter: Changed wheels to Vehicle World layer. Enabled the unused ConvexCollisionBody and changed it to the Vehicle World layer. -sedan.entity: Scanned via WhatUsesThis with no results, and existing colliders are misaligned. No changes. -sedantest.entity: Changed wheels to worldlayer. Added simplified sedan_world_collision, keeping the "boat"-style base mesh. -foundation.steps: Changed vehicle layer to Vehicle World layer on all step types. -CodelockedHackableCrate: Duplicated collider into detail and world versions. -HotAirBalloon: Added simplified Vehicle World colliders for the cage. Duplicated inflated_balloon_collider to a world version. -ChippyArcadeMachine: Added simple box collider for world collision. -ch47.entity: Added simplified mesh collider set for world collision. -ch47scientists.entity: As above. -BradleyAPC.prefab: Changed wheels to Vehicle World layer. Duplicated collider_turret and collider_mainbody to world versions. -PatrolHelicopter: Duplicated collider into detail and world versions.
5 Years Ago
Fixed being unable to study a blueprint even if some of the items it unlocks weren't unlocked yet (square / triangle ladder hatches and grills)
5 Years Ago
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5 Years Ago
Don't run process TriggerPlayerForce if the component is disabled
5 Years Ago
Adjust chassis world colliders to include fuel tank
5 Years Ago
Horses standing on a vehicle lift will now be raised/lowered
5 Years Ago
World colliders set for all modular car chassis types and modules, plus conditionals set
5 Years Ago
Bespoke Slash/blunt vfx progress
5 Years Ago
Layer edits
5 Years Ago
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
5 Years Ago
Ignore not_found and message_not_sent error codes
5 Years Ago
Remove linq in TriggerHurtNotChild
5 Years Ago
storm targeting fix popping sound in invasion drums highpass invasion targeting more targeting pattern targeting
5 Years Ago
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5 Years Ago
Added an editor only PrintContents context menu option to TriggerBase TriggerPlayerForce now uses a pooled list instead of Linq
5 Years Ago
Update layer defines etc re WorldCollisionOnly layer
5 Years Ago
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
5 Years Ago
Remove all usages of Reflection layer, freeing it up
5 Years Ago
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5 Years Ago
First attempt at transition between single and split screen Working on fixing split-screen transition on death / revive
5 Years Ago
Reduced volume of chainlink footsteps to match the rest Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
5 Years Ago
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5 Years Ago
Add an option to keep the screen awae
5 Years Ago
Change Legal and TOS to their own pages change external button and tweaks views for failed to load Privacy and Terms fix misaligned spinner on logging in for iOS Delete the beta notice In-app ToS and privacy policy fixes Add an option to keep the screen awae
5 Years Ago
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5 Years Ago
skin approval
5 Years Ago
In-app ToS and privacy policy fixes
5 Years Ago
Delete the beta notice
5 Years Ago
Build
5 Years Ago
Fucking around some more
5 Years Ago
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5 Years Ago
Reduced high frequency noise on wood, concrete, tile and metal footsteps
5 Years Ago
claw,frame,laser targeting build !redux Merge remote-tracking branch 'origin/master' into split-screen Rotating split screen proof of concept
5 Years Ago
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5 Years Ago
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
5 Years Ago
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5 Years Ago
[D11] Fix for: Plugin 'Assets/Plugins/FLZMA2/flzma2.dll' has the same filename as Assembly Definition File 'Assets/Plugins/FLZMA2/flzma2.asmdef'. Rename the assemblies to avoid hard to diagnose issues and crashes.
5 Years Ago
update styles for Rust+ site
5 Years Ago
Rescaled Stag textures from 4k>2k (oops) Added Stag fuzz mask
5 Years Ago
Added PositionLerp.Snapshot method without serverTime (can be used to inject fake positions on the client before any server positions have been received)