250,157 Commits over 3,959 Days - 2.63cph!
Fixed twig and wood triangle spiral stairs using the square spiral stairs movement colliders
Fixed position offset on twig triangle spiral stairs movement collider
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fix for foliage culling & placement seed
[D11] Null value check in FoliageGrid and re-enabling teleport with rotation
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[D11][UI][#3056] Fixed issue with the death map marker. [#4146] Fixed issue with extra prompt on chainsaw
Merge low fuel light branch -> Vehicles
- Simplify light on/off code
- Only show fuel light if car is on
- Remove debug log
- Reduce low fuel fraction to 10% (50/500)
Engine comp recycle and research cost balance
Replacing null check with IsOnAVehicle
Hooked up the fuel light on the cockpit modules
Don't set engine sprite to null when closing engine lootpanel, stops it from flashing sprite to white
Add a new virtual AdminKill method that is used when using the "ent kill" command
Override on vehicle modules to destroy the vehicle instead of a module
Remove a couple of MarkDirty calls that weren't needed in Sprinkler
Add a slight delay to the fluid switch recalculation to not double up processing
Add inside-vehicle damage trigger back, but with a new up direction check added. This will probably bring back to hurt on dismount (builds only), so branching for now.
onion fan uses bigger ringBullet for core
expanding bullet shows target when it nears max size
trench expanding warning sfx
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
Add warning suppression for inspector vars
TriggerParent now has two intersection mode options:
- AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger
- OriginIntersect parents the object if the origin of the object intersects any part of the trigger
OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
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Cache invoke methods to remove even more garbage
Add protection for repeated UpdateOutputs call, eliminates gc spikes from liquid IO updates
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
Car pushing now much smoother, more reliable in general
Merge from Vehicles -> Vehicles/FixPushing
Merge from Main -> Vehicles
Merge from Vehicles -> Vehicles/FixPushing
Fix for missing faces on particular scrap heli panel.
To be safe, early exit from AttemptMount if IsDead
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all levels unlocked !redux
Better normals/smoothing group fix for minicopter.
fix redux mech json error
all levels unlocked !redux
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Adapting ground effects to the new shader WIP
smart alarm quieter non-looping activation sound
Fixed servers trying to send a random Lua file to clients if there is no files needed to be sent
[D11] Changes to run multiple servers on a single host.
new command-line arguments:
1. +server.httpport 9001 - used to serve maps on the local server (default is 28018) and to run console commands from the Rustworks
2. +server.pingport 9002 -used to retrieve Ping from Xbox/PS4 to game servers (default is 28019)
3. Default the fixed server to 127.0.0.1 (MainMenu.prefab). This allows connecting from Unity Editor to local Win64 builds without any configuration.
4. Retrieving port info from Rustworks.
5. Returning the http port used from the local server.
Example command to run a local linux server on custom ports:
.\RustDedicated +server.port 9000 +server.httpport 9001 +server.pingport 9002
Same, but with default ports: .\RustDedicated
Example command to run a linux server on Digital Ocean with HTTP server only available to localhost: .\RustDedicated +server.port 9000 +server.httpport 9001 +server.pingport 9002 +server.httpserverpublic 0
[D11] Fixed critical health rumble replicating to all nearby players.
Scriptable render pipeline immediate drawing
Berry prefab/item/image updates
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