userBill Bcancel

13,122 Commits over 2,800 Days - 0.20cph!

2 Years Ago
At minimum strength, still weight the animation at at least 30%
2 Years Ago
Changed snowmobile bump animation to use layer opacity
2 Years Ago
Disable debug print
2 Years Ago
Average the bump anim velocity values a little - compare the two most recent with the previous two
2 Years Ago
Allow bumps to play a little more often
2 Years Ago
Fixed double bumps
2 Years Ago
New (better?) bump anim trigger code
2 Years Ago
Bug fixing
2 Years Ago
Scrap the recent velocity array, use a single value instead
2 Years Ago
Only bump on velocity reductions
2 Years Ago
Improved PlayReactionAnim parameter code
2 Years Ago
0 forwardReaction value by default
2 Years Ago
Start a new bump reaction if we're not already reacting, else just modify the parameters as it plays
2 Years Ago
New bump reaction animation code. Also changed sitReaction from a bool to a trigger.
2 Years Ago
Refactored MagnetCrane into a subclass of GroundVehicle, using VehicleEngineController. Plus other refactoring and cleanup. Still WIP.
2 Years Ago
Merge Main -> Snowmobile
2 Years Ago
Disabled the bump anim code again until the new system is set up.
2 Years Ago
Minor wording clarity edit
2 Years Ago
Show a magnet crane controls game tip each time a player mounts it.
2 Years Ago
Magnet crane uses 25% less fuel at full throttle if not holding anything. So, Idle: 4/min Full throttle empty: 15/min Full throttle loaded: 20/min Original behaviour, always 20/min.
2 Years Ago
Magnet crane now uses 80% less fuel (20% as much fuel) at idle. Uses existing amount of fuel at full throttle. Should allow more learning the controls without rapidly burning through fuel.
2 Years Ago
Rearranged Magnet Crane code into Base/Client/Server files.
2 Years Ago
Moved MagnetCrane code files to the code area of the project
2 Years Ago
Re-enabled bump animation, no improvements to the code yet.
2 Years Ago
Fixed snowmobile water sloshing sound when initially spawned outside of player range
2 Years Ago
Snowmobile engine audio now correctly takes the spin slip calculation into account. Enables more "Petur-style" RPM when attempting to climb hills etc.
2 Years Ago
Merge Main -> Snowmobile
2 Years Ago
Fixed some modular car modules not applying passenger stab protection
2 Years Ago
Updated RigidbodyInfo to work in the idiosyncratic PrefabAttribute way
2 Years Ago
Cleaned up ski suspension code duplication
2 Years Ago
Extra null check on GetIdealMountPoint
2 Years Ago
Added Always Sprint to the game options. If enabled, sprint key behaviour is inverted. Player sprints by default, and holding the sprint key will return them to walk speed.
2 Years Ago
Fixed the snowy edges of ice lakes also being considered ice by modular cars and snowmobiles. On the other hand, icebergs (which are quite snowy on top) which were considered ice are now considered snow.
2 Years Ago
Minor tidy up
2 Years Ago
SnowmobileDriverSeat, set mounted animation speed back to 1
2 Years Ago
Merge animationtime_swapseat_fix -> Snowmobile
2 Years Ago
Merge Main -> Snowmobile
2 Years Ago
Disable the animator when a snowmobile is off and not moving. Fixes the Tomaha suspension snapping to the wrong position when active updates stopped.
2 Years Ago
Removed debug print
2 Years Ago
Make sure one final forced update tick happens when update tick is stopped, even if the player is looking away
2 Years Ago
Fixed bugs with update ticks on ground vehicles. VehicleChassisVisuals was assuming that UpdateTick would always run.
2 Years Ago
Fixed 6cm side offset in snowmobile driver eye position
2 Years Ago
Changed snowmobile starting fuel from 20 to zero
2 Years Ago
Comment only
2 Years Ago
Simplified the ground material code - reusing existing TerrainConfig data.
2 Years Ago
Code review: Moved VehiclePhysicMatList into TerrainConfig
2 Years Ago
Merge Main -> Snowmobile
2 Years Ago
Set Craggy back to the default time of day
2 Years Ago
- Fixed missing world model script on cooked_fish_steak and on raw_fish_steak - Fixed Prefab ID on UnderwaterLab_Dwelling_600_Corridor_A and UnderwaterLab_Dwelling_600_Corridor_B - Fixed missing spawnable script on Scarecrow (it's used in Scarecrow.Population) - Fixed NREs in BaseNavigator HasPath
2 Years Ago
Merge Main -> General QOL