115,069 Commits over 3,959 Days - 1.21cph!
Adding greybox models and prefabs for underwater labs procedural modules and conditionals
Pre-placed sockets for condtional meshes and links between modules
Exposed TGA and EXR image type options
Image sequence export now respects resolution setting
Added support for exporting image sequences (in png) instead of a video file
Properly dispose the open demo when exiting play mode (editor only)
Fix for the quick blip of dive/climb sound when engine starts
Lock the framerate when exporting so that the exported video is at the desired frame rate (30/60/etc) regardless of performance
Submarine audio code improvement. Add dive/climb audio loop.
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Added export button
Beginning an export will now roll back to the start of the demo or the start of a shot
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Fixed projectile errors when pausing a demo with gunfire
Pitch adjustment for prop speed changes
Fix some issues with engine start attempts on several vehicles
Initial submarine audio system setup
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Removed unused engineStartFailSound parameter on WorkCart
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wolf model update -
Fixed seams
Fixed skinning issues on lods causing popping
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GetFuelFraction now works
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
Merge VehicleExplosionForces->Submarine
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Tested all vehicles. Balance adjustments to explosion force multipliers and limits per vehicle.
Disable explosion forces on the NPC CH47, the AI seems to hate it
Don't try to apply explosion forces to vehicles without a rigidbody (e.g. the sofa)
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.
Subs move a bit when damaged with explosives (like modular cars do)
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