branchrust_reboot/main/vehiclescancel

1,903 Commits over 2,191 Days - 0.04cph!

4 Years Ago
Collision damage adjustment again
4 Years Ago
Collision damage changes. Catch large damage events more reliably
4 Years Ago
Adjusting collision damage after testing
4 Years Ago
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
4 Years Ago
Increase average collision damage further
4 Years Ago
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
4 Years Ago
Add Vehicle World layer to the Main Camera culling mask.
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Add EnvironmentVolumeProperties to WhatUsesLayer
4 Years Ago
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
4 Years Ago
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
4 Years Ago
fixing seat module LOD side panel clipping thru the frame
4 Years Ago
Don't run process TriggerPlayerForce if the component is disabled
4 Years Ago
Horses standing on a vehicle lift will now be raised/lowered
4 Years Ago
Remove linq in TriggerHurtNotChild
4 Years Ago
Added an editor only PrintContents context menu option to TriggerBase TriggerPlayerForce now uses a pooled list instead of Linq
4 Years Ago
Update comment only
4 Years Ago
Decrease fuel tank module from 500L to 200L
4 Years Ago
Call RemoveFromTriggers when the player dies/respawns on the client
4 Years Ago
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting) Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
4 Years Ago
Increased the width of mount hot spots on the cockpit modules
4 Years Ago
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable The dismount sfx will no longer play when swapping seats in the same vehicle
4 Years Ago
DebugUtil method now handles rotated wireframe cubes
4 Years Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
4 Years Ago
Correct - to +
4 Years Ago
Adding DebugUtil.cs, draws (unrotated) wireframe cubes without gizmos
4 Years Ago
Adjust ball mass, bounciness
4 Years Ago
Don't add extra bounce boost to balls hitting other balls
4 Years Ago
Switch Ball collision from Discrete to Continuous Dynamic
4 Years Ago
Expose exhaust opacity values in the inspector and lerp the FX instead of instant change with throttle
4 Years Ago
Adjust ball forces again
4 Years Ago
Adjust ball forces ⚽
4 Years Ago
Pragma warning disable, manifest
4 Years Ago
Type `spawn ball.entity` to spawn ball
4 Years Ago
TriggerHurtNotChild ignore all vehicle mounts, but allow others like seats, instruments
4 Years Ago
Modify the mounted fix for TriggerHurtNotChild, make it more broad to ignore any mounted player when true
4 Years Ago
adding gibs
4 Years Ago
Speculative fix for endless tire screeching
4 Years Ago
Don't damage mounted passengers in other cars with car impacts
4 Years Ago
ball
4 Years Ago
Move back from Continuous Speculative to Discrete collision detection. Way too many phantom bumps with Rust's rough terrain combined with speculative's expanded bounding box. Let's go back to getting stuck in poles for a little bit until I fix this properly with layers and a new collider set.
4 Years Ago
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
4 Years Ago
Steer 50% faster if shift key is held
4 Years Ago
Actually speed up steering a little again
4 Years Ago
Slow down steering speed at higher car velocity
4 Years Ago
Minor fix
4 Years Ago
Increase low-speed engine power by a bit and overall engine power by a little
4 Years Ago
Merge in Continuous Speculative car physics