reporust_rebootcancel

115,306 Commits over 3,959 Days - 1.21cph!

5 Years Ago
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
5 Years Ago
Abstract the damage material management into a new component: DamageRenderer Added a DamageRenderer slot to vehicles, implemented it on minicopter, rhib, motorboat
5 Years Ago
Revert ConfigureVehicleSubsteps changes as it didn't fix the physics issues.
5 Years Ago
Adjust steering lerp value
5 Years Ago
Refactored steering, should now be easier to make small adjustments
5 Years Ago
Minicopter push tweaks
5 Years Ago
Make companion menu buttons have consistent widths
5 Years Ago
Merge from vehicles
5 Years Ago
Increasing ConfigureVehicleSubsteps values, attempting to fix physics glitches on the server due to low timestep frequency. This does affect driving physics (hence the grip changes), and sadly also means suspension values don't always return correctly, causing wheel visuals to be slightly off. This is unavoidable barring a complete wheelcollider replacement with something custom, or keeping ConfigureVehicleSubsteps on one.
5 Years Ago
Merge from chassis_destroy -> vehicles
5 Years Ago
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5 Years Ago
Removed some unused recycle phrases
5 Years Ago
Protocol + 10
5 Years Ago
Blood effect shader & particle conversion WIP
5 Years Ago
Fixed & improved the frosty breath effect. Various VFX translucency improvements. Manifest
5 Years Ago
Update protobuf CodeGenerator (struct fixes, improved dispose error message) Half3 and VectorData protobufs are now structs Fix receiving trees not pooling on the client Fix server not returning map notes to the pool when a new one is placed Fix client not disposing team data when receiving an updated copy Hopefully fixed MapNote pooling bug for real!
5 Years Ago
Merge from vfx_hdrp
5 Years Ago
[D11] Using the external ip address of the server for the map URLs.
5 Years Ago
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5 Years Ago
merge from parent
5 Years Ago
Fixed pink animal footstep vfx
5 Years Ago
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
5 Years Ago
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
5 Years Ago
spas12 viewmodel - fixed issue with shell floating into weapon during reload
5 Years Ago
[D11] Null check to fix the issue with main menu not loading.
5 Years Ago
Compiler fix.
5 Years Ago
[d11] [2732] {PS4}{XB1} [GFX] Objects in players hand stay blurry for a few seconds when looking downwards Pre-loading of belt items ( mesh + texture )
5 Years Ago
[D11] Merge with main
5 Years Ago
[D11] [UI] Added loading icon to Whats New UI when waiting for info to load.
5 Years Ago
[D11[UI][#4236] Fixed server list highlight
5 Years Ago
Merge from merge_26.05
5 Years Ago
Post merge fix
5 Years Ago
[D11] Reset the access token on login to prevent Rustworks not accounting for Xbox users changing accounts.
5 Years Ago
Merge from main
5 Years Ago
[D11] [UI] Whats New UI Implementation (temp bool to disable it until finalised).
5 Years Ago
landing conditional prefabs update
5 Years Ago
various models fixes
5 Years Ago
new landing pieces (models/gibs/colliders)
5 Years Ago
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5 Years Ago
Merge from ObjectMotionVectorFix_improvements
5 Years Ago
merge from main
5 Years Ago
Removed logs
5 Years Ago
[D11] Alters player mouthspeaker volume falloffs to fix hard panning
5 Years Ago
[D11] Alters player mouthspeaker volume falloffs to fix hard panning
5 Years Ago
Merge from main
5 Years Ago
[D11] Fixes for the local game server (missed file): Removing the hack: now local server returns full URL of the map, including the correct network address and port.
5 Years Ago
[D11] Pass metrics root url to rustworks init
5 Years Ago
[D11] Fixes for the local game server: 1. Terminating the http thread when the game server is stopped to release the TCP port. Otherwise the client can't download the map. 2. Terminating the ping server without spitting nasty exceptions. 3. Using world cache for the server running in editor. Otherwise the map is not generated and client can't download the map. 4. Removing the hack: now local server returns full URL of the map, including the correct network address and port. Different lifecycle for the TCP Ping server: Stopping the tcp ping server if the main Unity thread is not responding. Restarting the tcp server if the main thread is back. This is also to be used by Rustwork to receive heartbeats from servers and populate the server list correspondingly.
5 Years Ago
[D11] Wait for StopPlayback before sending demo metrics
5 Years Ago
[D11] Demo metric recording