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8,826 Commits over 1,735 Days - 0.21cph!

3 Years Ago
Clear the hazard flag properly at the time when we stop checking for hazards
3 Years Ago
Fix light visuals getting set twice
3 Years Ago
Comment only
3 Years Ago
Fix WorkCart rear brake sparks playing on Awake
3 Years Ago
Code review: Use a tick method that only runs while a train is moving, instead of using LateUpdate
3 Years Ago
Increase the minimum threshold for train collision damage so the train definitely doesn't taking any damage when hitting barriers at low speed
3 Years Ago
Fix train brake FX not showing when travelling in reverse and throttling forward
3 Years Ago
Clean up brake and spark code on workcart, mainly so that we can use the spark FX for junction transitions as well
3 Years Ago
Merge Main -> Workcart
3 Years Ago
Merge Main->Workcart
3 Years Ago
Change packages-lock.json com.unity.ide.rider dependency com.unity.test-framework version back to 1.1.1, and commit missing and changed meta files from the backport merge.
3 Years Ago
Make cardtable_gibs read/write enabled (fix "CollisionMeshData couldn't be created...")
3 Years Ago
Physically prevent Roadsign1, Roadsign2 etc from being added directly to scenes, and show a warning in the logs about what's happening (I tried to show a EditorUtility.DisplayDialog but had some issues). Spawnable now supports forced prevention if desired for anything else using it.
3 Years Ago
Update road signs to the correct type in Junkyard, Satellite_Dish, Military_Tunnel_1, MaterialTests.
3 Years Ago
Fixed sewer roadsign types
3 Years Ago
Fix negative roadsign scaling in sewer
3 Years Ago
Cards
3 Years Ago
- Added even smaller card images for the community cards on the table. - Added a static dictionary of those cards to the table itself. Fixes a bug where if the player hasn't used a poker UI yet, the community cards of an in-progress poker game near them would show as blank.
3 Years Ago
Unity was taking a dumb amount of time just to assign a sprite in world space UI. In editor it was >1ms per assignment. Made large cards be 512 at max size instead of 2048 which improves the time a lot.
3 Years Ago
Merge Main -> CardGames
3 Years Ago
Merge visible poker chips -> CardGames
3 Years Ago
Remove debug timing
3 Years Ago
Chips edit
3 Years Ago
Remove my test code
3 Years Ago
Improved the poker chip system
3 Years Ago
Added more chips, and max out one stack before moving to the next. Looks more realistic
3 Years Ago
Minor prefab edits
3 Years Ago
Now showing real chips on the poker table, at the correct amounts
3 Years Ago
Chips poolable
3 Years Ago
Setting up chip locations and definitions
3 Years Ago
Minor edit to cardtable
3 Years Ago
Change magnet crane animator to physics mode
3 Years Ago
Minor layer edit to modular car chassis
3 Years Ago
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
3 Years Ago
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
3 Years Ago
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
3 Years Ago
Fix magnet crane eye position body clipping
3 Years Ago
Fixed bugs with when other players at the table are shown holding cards, and when the table cards are shown
3 Years Ago
Fixed virtual/override bug
3 Years Ago
Get rid of the game controller casting hack
3 Years Ago
Clarify all "flop" card naming to "community" cards since there's flop/turn/river. Required protocol++.
3 Years Ago
Display the correct cards on the table
3 Years Ago
Some basic world-space cards on the poker table. Setting the canvas camera
3 Years Ago
Remove pokerchips_cards_combined mesh
3 Years Ago
Rename for playingcard->playingcards
3 Years Ago
Prefab update
3 Years Ago
Remove the generic cards-and-chips table content
3 Years Ago
Add a 300ms delay to the start of the card draw sounds, so they they play more in the middle of the card flip, and give a chance for the action sounds to be heard separately
3 Years Ago
Prevent doubled-up action sounds by clearing the last action info after Save
3 Years Ago
Don't try to make random moves (editor only) if we're in-between turns