userBill Bcancel

13,151 Commits over 2,830 Days - 0.19cph!

4 Years Ago
Setting emission colour to 1,1,1 instead of 0,0,0 so that the shader gets compiled with _EMISSION keyword, even though we want it non-emissive initially
4 Years Ago
Gauge lights
4 Years Ago
More lights work
4 Years Ago
Added audio for lights toggle
4 Years Ago
Allow lights use with engine off
4 Years Ago
Remove evil red glow
4 Years Ago
Car lights initial work
4 Years Ago
Cockpit icon update to latest model
4 Years Ago
Module/chassis item description edits
4 Years Ago
Added UI infobox data for vehicle chassis and modules
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Merge CraggyEaseOfUse -> Main. Adds a Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
4 Years Ago
Adjusted physics code re playtest feedback, setting up vehicles to: - Come to rest naturally at initial spawn - Continue rolling freely if driver bails out while the vehicle is moving at significant speed - Keep still, apply "handbrake" if driver exits while relatively stationary
4 Years Ago
Storage module now drops contents on death
4 Years Ago
Updated vehicle lift icon as well
4 Years Ago
Icon positioning adjustments
4 Years Ago
Add support to the item icon slot UI for more than just showing container slots. Now showing vehicle module and chassis info in UI slots.
4 Years Ago
Updated icons for all chassis and modules
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Adjust vehicle lift deploy area + chassis prefab changes
4 Years Ago
Adjust trigger parent volumes on flatbeds
4 Years Ago
Add model script to chassis and modules
4 Years Ago
Increased brake power a little
4 Years Ago
Simplified vehicle lift networking, got it working correctly with save/load. Client now also infers the correct lift up/down state from the other parameters. Protocol++.
4 Years Ago
Enable saving on vehicle lift
4 Years Ago
Correctly link items and their entities when loading from save
4 Years Ago
Make sure vehicle is freed correctly if vehicle lift is despawned
4 Years Ago
Updates for the change in deployed vehicle lift prefab name
4 Years Ago
Merge from CraggyEaseOfUse -> Vehicles
4 Years Ago
Move BYPASS_PROCEDURAL_SPAWN_PREF out of server define
4 Years Ago
Merge from CraggyEaseOfUse -> Vehicles
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Added Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
4 Years Ago
Set Craggy back to daytime
4 Years Ago
Meta file only
4 Years Ago
Tentative fix for lift not deploying in builds
4 Years Ago
Moved car lift to electrical category
4 Years Ago
Fix "Calling kill - but already IsDestroyed!?" warnings on seats when vehicles are destroyed.
4 Years Ago
Minor decay edit
4 Years Ago
Using IOStateChanged instead of UpdateFromInput
4 Years Ago
Boot out player interaction if they're using the lift when it loses power
4 Years Ago
Remove obsolete method, exit Modular Car inventory loadout, edit test map
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Fix client compile
4 Years Ago
Throttle code edit
4 Years Ago
Pedal max angle change from 90° to 75°
4 Years Ago
Animate speedometer and fuel gauge
4 Years Ago
Animating both accelerate and brake. Packing data to the client in a combined float. Protocol++.
4 Years Ago
Accelerator pedal now IK animated
4 Years Ago
Attach feet to accel/brake pedals