userBill Bcancel

13,104 Commits over 2,800 Days - 0.20cph!

2 Years Ago
- Fixed controls working while magnet crane is still starting its engine - Completed magnet flag TODO
2 Years Ago
Simplified magnet crane steering code - use torque force only
2 Years Ago
Minor magnet crane edits
2 Years Ago
Magnet crane brake power increase + minor code edit
2 Years Ago
Magnet crane rigidbody edits
2 Years Ago
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
2 Years Ago
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
2 Years Ago
Disable the Magnet Crane Animator when its Rigidbody sleeps. - Fixes the crane mostly not sleeping (wakes soon after it's put to sleep). - May fix the crane doing crazy movements when it does manage to sleep.
2 Years Ago
Fixed Always Sprint affecting sprint-key input on things other than player movement
2 Years Ago
Added physicmaterials to the magnet crane base colliders
2 Years Ago
Magnet crane now using Continuous instead of Continuous Speculative
2 Years Ago
Fixed magnet crane jitter following recent wheel changes
2 Years Ago
Allow left/right mouse button magnet crane arm movement while driving it
2 Years Ago
More magnet crane driving changes. Adjusted speed and much improved steering ability, based on tests in the junkyard
2 Years Ago
Some adjustments to magnet crane driving/physics behaviour/feel
2 Years Ago
Suspension edit
2 Years Ago
Lower magnet crane COM to make sure it never spawns and falls over
2 Years Ago
More Thread -> Tread renaming
2 Years Ago
Magnet crane suspension edit. Less wobbly, more stable.
2 Years Ago
Fixed modular car lift panel not opening anymore when interacted with while there's no car on the lift
2 Years Ago
Added more HasOccupant checks (catches if carOccupant is null) to ModularCarGarage.Server
2 Years Ago
Improved magnet crane fuel calculation
2 Years Ago
Magnet crane reverse steering improvement
2 Years Ago
Reduce magnet crane collision damage taken
2 Years Ago
Gave magnet crane wheels some more travel and adjusted wheel height
2 Years Ago
Merge MagnetCraneUpdates -> Main
2 Years Ago
Minor fix
2 Years Ago
Merge MagnetCraneUpdates -> Main
2 Years Ago
Fixed magnet crane steering the wrong way when reversing
2 Years Ago
Adjusted driving feel, trying to mostly match old behaviour
2 Years Ago
Merge Main -> MagnetCraneUpdates
2 Years Ago
Merge Buoyancy_fix2 -> Main
2 Years Ago
Added buoyancy wake code to BaseSubmarine and to WaterInflatable. Removed buoyancy wake code from WakeUp method.
2 Years Ago
Fixed accidental BaseCombatEntity debug log commit
2 Years Ago
Merge MagnetCraneUpdates -> Main. Includes various changes to the junkyard crane.
2 Years Ago
Fixed client compile
2 Years Ago
Magnet crane audio now stops running when the crane is inactive
2 Years Ago
Magnet crane exhaust goes more when the player is using movement controls
2 Years Ago
Magnet crane stability work. Less wobbly/floaty feeling.
2 Years Ago
Prevent magnet crane magnet from getting close enough to the driver to hurt them (modified the animator to only let it move 90% of the way to minimum)
2 Years Ago
Merge Main -> MagnetCraneUpdates
2 Years Ago
Tidied up flags, removed unused methods. Steering edit.
2 Years Ago
Merge MCUpdatePhysics2-> MagnetCraneUpdates
2 Years Ago
Magnet Crane can no longer drive underwater
2 Years Ago
Magnet crane physics overhaul. Now uses the CarPhysics class. CarPhysics now supports "tank controls".
2 Years Ago
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2 Years Ago
Return to old wheelcollider settings for now
2 Years Ago
Wheel friction
2 Years Ago
Wheel collider work
2 Years Ago
Fixed magnet crane not turning off when driver exits (another regression)