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107,912 Commits over 3,867 Days - 1.16cph!

4 Years Ago
Fixed a gap on sheet metal doorway frame padded the metal door vertically a notch as well to fit better across all tiers.
4 Years Ago
tweaks to corrugated_b albedo to match building parts atlases
4 Years Ago
bandit helipad progress backup, more developed hut
4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
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4 Years Ago
Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
4 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.
4 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)
4 Years Ago
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4 Years Ago
Don't run process TriggerPlayerForce if the component is disabled
4 Years Ago
Adjust chassis world colliders to include fuel tank
4 Years Ago
Horses standing on a vehicle lift will now be raised/lowered
4 Years Ago
World colliders set for all modular car chassis types and modules, plus conditionals set
4 Years Ago
Bespoke Slash/blunt vfx progress
4 Years Ago
Layer edits
4 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.
4 Years Ago
Remove linq in TriggerHurtNotChild
4 Years Ago
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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 layer defines etc re WorldCollisionOnly layer
4 Years Ago
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
4 Years Ago
Remove all usages of Reflection layer, freeing it up
4 Years Ago
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4 Years Ago
skin approval
4 Years Ago
Fucking around some more
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
[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.
4 Years Ago
Rescaled Stag textures from 4k>2k (oops) Added Stag fuzz mask
4 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)
4 Years Ago
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4 Years Ago
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4 Years Ago
Added InvokeHandlerFixedTime (uses Time.fixedTime instead of Time.time) Added PositionTickFixedTime override to BaseEntity (sends network update right after FixedUpdate if true)
4 Years Ago
Update comment only
4 Years Ago
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4 Years Ago
Stag Fur setup
4 Years Ago
Bear fur doesn't cast shadows Bear fur material tweaks
4 Years Ago
Added interpolation inertia (start with 0 interpolation delay for immediate movement with no delay, then ramp it up over the inertia time)
4 Years Ago
Decrease fuel tank module from 500L to 200L