userBill Bcancel

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

2 Years Ago
Group gravity and engine forces on the train cars together. Working on a coupled train class to sum them all together.
2 Years Ago
Fixed formatting
2 Years Ago
Support two alt tracks, so we can have one from in front and one from behind.
2 Years Ago
Some more WIP train car coupling work
2 Years Ago
Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good").
2 Years Ago
Fixed autoturret idle animation moving more slowly at higher server framerates
2 Years Ago
Move scope overlay layer from 44 to 2 to have it play nice with the helmet slit overlay
2 Years Ago
Changed GameUI.Hud.HelmetSlitOverlay sort order override from 11 to 3. Fixes status information (wet, cold, straving etc) being hidden by the helmet. Will need to keep an eye on whether anything else ends up showing over the top of it that shouldn't be.
2 Years Ago
Merge Main -> General QOL
2 Years Ago
Minor spelling fix
2 Years Ago
This isn't going to work, but committing what I've got in case I need some of it back later. Initial work on the physics of coupled trains.
2 Years Ago
Now playing couple and uncouple sounds
2 Years Ago
Only show uncouple interaction when coupled
2 Years Ago
When a user uncouple a train, let it uncouple, and don't recouple it unless it moves away and back again
2 Years Ago
Set up temp train bounds and hurt triggers correctly
2 Years Ago
Refactored all the coupling code. Improving decoupling
2 Years Ago
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.
2 Years Ago
Remove unneeded bools
2 Years Ago
Automatic coupling when train cars collide
2 Years Ago
TrainCar.Collision class formatting to match the others
2 Years Ago
Coupled/uncouple visual difference on the client. Sync the flags.
2 Years Ago
Functional uncoupling interaction
2 Years Ago
Added a train coupling piece prefab and put it on my test trains.
2 Years Ago
Removed unused vars
2 Years Ago
Basic train coupling class
2 Years Ago
Removed TrainIsland scene (it's broken beyond 69624 anyway). Use ProceduralMapTesting instead.
2 Years Ago
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2 Years Ago
Removed some unused code from PlayerWalkMovement
2 Years Ago
Merge Main -> Rail Network
2 Years Ago
A different fix for the double-up mount interaction options when interacting with modular car modules. Removed the Menu_Mount override in BaseVehicleModule, and told RPC_WantsMount to look up the chain if the interactee isn't directly mountable itself. Changed Menu_Mount to not be virtual, as it looks like any override will cause an interaction double-up.
2 Years Ago
Revert 69578 and 69579 for now - I need to sort out a remaining issue first.
2 Years Ago
CodeGen for the previous commit, update EntityMenu.cs
2 Years Ago
Fixed the mount option appearing twice on vehicle modules (when holding to interact). Now that vehicle modules inherit from BaseMountable, they still need their Menu_Mount_ShowIf override, but don't need their Menu_Mount entry.
2 Years Ago
"Occupied" message no longer shows when looking at vehicle modules with no mount points
2 Years Ago
UpdateFullFlag now propagates up to any parent vehicle(s). Fixes vehicles not being mountable when loading from a save if the vehicle was mounted during the save.
2 Years Ago
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
2 Years Ago
Moved magnet crane animator params to the base class
2 Years Ago
Added support to EmissionToggle for any emission percent between 0 and 1. Set the magnet crane's rotation light to 20% emission when on. 100% on that material was designed for beacon lights rather than a little cabin light.
2 Years Ago
Ternary conditional compile fix
2 Years Ago
Holding the crouch key while in the Magnet Crane now automatically rotates the cabin back to zero
2 Years Ago
Added a blue light to the Magnet Crane cockpit. When the magnet crane cabin is within 10 degrees of facing straight forward, it lights up
2 Years Ago
Magnet crane pedals now animate and have IK
2 Years Ago
Renamed magnet crane `rigfht tread movement` to `right tread movement`
2 Years Ago
Magnet crane: - If we use the IntertiaTensor Unity thinks we should have, the crane is really wobbly with the arm extended straight up - If we use my custom IntertiaTensor (set to values that act like the arm doesn't exist), the crane behaves in unexpected ways with the arm extended far out front Compromise instead and go 50% of the way between them. 1. Set the inertia tensor to what Unity thinks it SHOULD be for the current arm position. 2. Set the inertia tensor to half way between the above and my custom one.
2 Years Ago
Magnet crane arm collider edit - reduce the change of the arm colliding entering the ground.
2 Years Ago
Fixed glitching start/stop sounds caused by poor speed calculations in MagnetCraneAudio
2 Years Ago
Merge MagnetCraneUpdate -> Main
2 Years Ago
Fixed magnet crane oneshot audio playing too often
2 Years Ago
Removed the input blocking after the magnet crane collides with something, leaving it to just prevent the movement instead. Fixes the case where the magnet could kind of 'dig in' its collision and end up not being able to move back out.
2 Years Ago
Removed the the map snowmobile