reporust_rebootcancel

115,069 Commits over 3,959 Days - 1.21cph!

4 Years Ago
Adding greybox models and prefabs for underwater labs procedural modules and conditionals Pre-placed sockets for condtional meshes and links between modules
4 Years Ago
Exposed TGA and EXR image type options
4 Years Ago
Image sequence export now respects resolution setting
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Scene + asset backups
4 Years Ago
Added support for exporting image sequences (in png) instead of a video file
4 Years Ago
Properly dispose the open demo when exiting play mode (editor only)
4 Years Ago
Fix for the quick blip of dive/climb sound when engine starts
4 Years Ago
Lock the framerate when exporting so that the exported video is at the desired frame rate (30/60/etc) regardless of performance
4 Years Ago
Submarine audio code improvement. Add dive/climb audio loop.
4 Years Ago
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4 Years Ago
Added export button Beginning an export will now roll back to the start of the demo or the start of a shot
4 Years Ago
Merge from demoshot
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Fixed projectile errors when pausing a demo with gunfire
4 Years Ago
Pitch adjustment for prop speed changes
4 Years Ago
Fix some issues with engine start attempts on several vehicles
4 Years Ago
Initial submarine audio system setup
4 Years Ago
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4 Years Ago
Removed unused engineStartFailSound parameter on WorkCart
4 Years Ago
GameObject rename
4 Years Ago
skin approval
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
sanity checks
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
wolf model update - Fixed seams Fixed skinning issues on lods causing popping
4 Years Ago
merge from main
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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