userBill Bcancel

8,024 Commits over 1,826 Days - 0.18cph!

Today
Added basic collision to torpedo smoke and bubbles so that the effect can't clip inside the submarines (most visible when driving forward at some speed and shooting a surface torpedo)
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Today
Minor test map edit
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Today
Minor edit
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Today
Don't allow firing torpedoes at all if the sub isn't in the water
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Today
Improved torpedo projectile behaviour, handle edge case environments. Some refactoring.
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Today
Fix subs getting kicked back by the colliders on torpedoes
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Today
Timed explosive prjectiles can now supply a different explosion for when underwater. Hooked it up for torpedoes.
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Today
Add effect recycle to explosion_underwater_surface
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Today
Hooked up torpedo explosion effects. Told the main effect not to loop.
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Today
Added Hidden/TerrainEngine/Splatmap/Diffuse-AddPass to always included shaders list
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Today
Mark driver as hostile when firing a torpedo
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Today
Added extra world colliders for the duo sub feet, so it sits on land more nicely
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Today
Don't allow subs to descend when out of fuel, but do still allow them to rise
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Today
Add audio for the ammo flag flipping state
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Today
Fixed helicopters bouncing from ground hit damage
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Yesterday
Added nice bounce easing for the duo sub ammo flag
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Yesterday
Torpedo ammo flag is no working, though it could do with a bouncy animation
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Yesterday
- If a trigger is disabled, early exit in OnTriggerEnter. OnTriggerEnter still fires on disabled scripts because Unity. - Remove unused SkipOnTriggerEnter method.
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2 Days Ago
Disable duo sub pontoon parent triggers since they make it hard to climb on from the water
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2 Days Ago
Disable parent triggers on the sub if they go underwater.
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2 Days Ago
Merge FixSubmarineStability->Main. Hopefully this should vastly improve submarine stability and control on real servers.
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2 Days Ago
Add a stabilising vertical force. We are now ultra stable
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2 Days Ago
Buoyancy edits
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2 Days Ago
Mass-based dive/climb is going to need stabilisation still, so go back to buoyancy-based
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2 Days Ago
Stability edit
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2 Days Ago
Improved stabilising, fixed throttle power changing with mass changes (logical... but not desirable for gameplay)
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3 Days Ago
- Adjust depth via mass instead of buoyancy (experimental) - Added stabilising rotational torque that tries to keep the sub upright - Adjusted all buoyancy points and values
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3 Days Ago
- Bring back ArtificialHeight override for the subs, was getting bouncing again with the new system + less raycasts this way - If ArtificialHeight is set, now skipping GetBuoyancyWaterInfo
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3 Days Ago
Remove TODO, it's done
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3 Days Ago
Surface much more slowly after the five minute timeout
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3 Days Ago
Don't have subs surface immediately after dismount. Wait five minutes.
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3 Days Ago
Made player corpse ragdolls less buoyant
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3 Days Ago
Reduced the deepUnderwater buoyancy raycast to 5m (performance, shouldn't need more)
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3 Days Ago
Removed old buoyancy fix
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3 Days Ago
Fix updating buoyancy on client
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3 Days Ago
Merge moonpool_buoyancy_fix->main
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3 Days Ago
Minor edits to the buoyancy sub depth system
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3 Days Ago
Buoyancy edits
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3 Days Ago
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3 Days Ago
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3 Days Ago
Stop window film water drops always playing when the player first mounts a sub
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3 Days Ago
Adjust colliders to match Tom's updated pontoons
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3 Days Ago
Only play windscreen water drops when moving
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4 Days Ago
Extra checks for accessing torpedo container
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4 Days Ago
Fixed MixerSnapshotManager constantly throwing NREs at the main menu due to no AmbienceManager instance
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4 Days Ago
Merge save215->main
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4 Days Ago
Cherry-pick submarine buoyancy fix, save215->Main
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4 Days Ago
Buoyancy regression fix for Duo sub
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4 Days Ago
Another torpedo tube adjustment
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4 Days Ago
Fix wrong torpedo pipe mesh at LOD0
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