reporust_rebootcancel

126,647 Commits over 4,109 Days - 1.28cph!

5 Years Ago
Add Vehicle World layer to the Main Camera culling mask.
5 Years Ago
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5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
Add EnvironmentVolumeProperties to WhatUsesLayer
5 Years Ago
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5 Years Ago
Save/load dof dist with camera state
5 Years Ago
merge from building_blocks_2020_surfacefixes
5 Years Ago
Merge from main
5 Years Ago
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
5 Years Ago
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
5 Years Ago
Merge from Main -> Vehicles
5 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.
5 Years Ago
Spiral stairs + ramp surface type fixes
5 Years Ago
Fix PatrolHelicopter realmed remove
5 Years Ago
WhatUsesLayer can now find scripts that use a certain layer as well. Removed the capability to replace a layer.
5 Years Ago
Interest layers and masks changed from Vehicle Detailed to Vehicle World in the following prefabs: -TriggerVehiclePush: --powerplant_1: 2x VehiclePhysBox --water_treatment_plant_1: 2x VehiclePhysBox --sliding_blast_door: VehiclePhysBox --CargoShipTest: BowTrigger --door.double.hinged.metal: 2x VehiclePushVolume --door.double.hinged.toptier: 2x VehiclePushVolume --door.double.hinged.wood: 2x VehiclePushVolume --gates.external.high.stone: VehiclePhysPush, VehiclePhysPush (1), VehiclePush --gates.external.high.wood: VehiclePhysPush, VehiclePhysPush (1) --wall.frame.garagedoor: VehiclePhysBox -TriggerVehicleDrag: --junkyard_1: Damage objects on all the barbed wire --barbedwire_set_bend45: damage --barbedwire_set_bend90: 3x damage --barbedwire_set_SShape: damage --barbedwire_set_straight300: damage --barbedwire_set_up90: 2x damage -VehicleLiftOccupantTrigger: --Vehicle_Lift: OccupantZone -Deploy Volume OBB: --HitchTrough.deployed: volume(3) --ChippyArcadeMachine: deploy_volume (1) -CrushTrigger: --ch47scientists.entity: triggerHurt (Why is this set to damage vehicles? Other crush triggers aren't) -SpawnHandler: --spawn.v2: Placement Check Mask, Bounds Check Mask --spawn.v2.Hapis: Placement Check Mask, Bounds Check Mask Left LaserDetector, pressurepad.deployed, and landmine.prefab on Vehicle Detailed.
5 Years Ago
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5 Years Ago
Merge from main
5 Years Ago
merge from main
5 Years Ago
Fixed unmountable bandit town sofas
5 Years Ago
fixing seat module LOD side panel clipping thru the frame
5 Years Ago
app.info fixes: was giving an NRE because the companion server was not running
5 Years Ago
Truncate server hostname for pairing notification
5 Years Ago
Wolf Fur setup Wolf Material tweaks
5 Years Ago
Added ConditionalModelFallback (model to use when no other conditional models can be used)
5 Years Ago
Cherrypicking a texture change for main
5 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.
5 Years Ago
tweaks to corrugated_b albedo to match building parts atlases
5 Years Ago
bandit helipad progress backup, more developed hut
5 Years Ago
merge from main
5 Years Ago
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5 Years Ago
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5 Years Ago
Conditional wall corners are tagged as DeployVolumeIgnore (no longer block placement of adjacent wall frame inserts at certain angles)
5 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.
5 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)
5 Years Ago
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5 Years Ago
Don't run process TriggerPlayerForce if the component is disabled
5 Years Ago
Adjust chassis world colliders to include fuel tank
5 Years Ago
Horses standing on a vehicle lift will now be raised/lowered
5 Years Ago
World colliders set for all modular car chassis types and modules, plus conditionals set
5 Years Ago
Bespoke Slash/blunt vfx progress