userBill Bcancel
branchrust_reboot/maincancel

1,546 Commits over 1,735 Days - 0.04cph!

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
Try reducing magnet crane interp snapshot count from 32 to 8
2 Years Ago
Removed temp debug code
2 Years Ago
Merge MagnetCraneUpdates -> Main
2 Years Ago
Merge General QOL -> Main
2 Years Ago
Merge General QOL -> Main
2 Years Ago
Re-check UpdateFullFlag after mount points are spawned in. Fixes the following bug: - Server crashes while player is mounted. - Server loads save and dismounts the player. UpdateFullFlag is checked due to the dismount, and currently loaded mount points are zero, so the vehicle has zero mounted but nevertheless is "full". - The mount points are then loaded - Vehicle is now stuck thinking it's fully occupied
2 Years Ago
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2 Years Ago
▉▇▅▍ ▉▋▊▉ ▄█▍█▍▍▄ ▉▌▆▆
2 Years Ago
█▋▋▉▊▄▋ ▉▌▊█▍▊▌▊▆ ▄▍▆▊▄▍▋▄▌▄█▄█▇█ ▍▅▅▌▇ ▆▇ ▉▌▉▇ (▅▍▄▇▌▊▌ ▆▍▍█▇▌▉ ▄▋▊▉▉▋ ▄▉)
2 Years Ago
Fixed magnet crane jittery driving feel (due to interpolation setting). Non-movement rotation is still jittery, that's a more ingrained issue.
2 Years Ago
Magnet Crane turning was still feeling too fast on a live server. Removed the additional steering torque.
2 Years Ago
Minor magnet crane tweak after further testing
2 Years Ago
Unity was automatically recalculating the Magnet Crane inertia tensor as the crane arm moved, causing it to get pretty unstable if the arm was up high. Now manually overriding the intertia tensor with values that essentially treat the arm component as weightless (we already did this with the centre of mass).
2 Years Ago
Magnet crane braking/steering
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.