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8,670 Commits over 1,674 Days - 0.22cph!

3 Years Ago
Test map edit, remove the modular cars
3 Years Ago
Remove unused Minicopter code
3 Years Ago
Convert minicopter to use my shared vehicle engine class as well, since it uses the same startup -> run -> stop engine states
3 Years Ago
Separate the engine start/run/stop code out of modular car so it can be reused for workcart
3 Years Ago
Merge Main -> Workcart
3 Years Ago
Protobuf gen, manifest, network++.
3 Years Ago
Merge Main into Experimental
3 Years Ago
Merge the latest from Main -> Experimental
3 Years Ago
DLL meta
3 Years Ago
DLLs return
3 Years Ago
Merge the latest from Main -> Experimental. Had to remove a couple of DLLs temporarily
3 Years Ago
Dashboard monitor shows fuel status and throttle setting
3 Years Ago
More throttle work
3 Years Ago
Working on throttle
3 Years Ago
Mount data edit
3 Years Ago
Dismount points edit
3 Years Ago
Adjusted mount position, added IK for hands and feet
3 Years Ago
Work cart is now mountable
3 Years Ago
Final colliders: Added glass panels
3 Years Ago
Detail colliders created for the cabin
3 Years Ago
Created all detail colliders for the work cart apart from the cabin. Removed WorkCart_COL since we won't be able to use it on a rigidbody (convex rule)
3 Years Ago
Created world colliders for the work cart
3 Years Ago
Update þe olde manifest
3 Years Ago
Test map terrain update
3 Years Ago
Merge from Main -> WorkCart
3 Years Ago
Set roadsign meshes to read/write enabled since they're also used as gibs
3 Years Ago
Cherry-pick armoured module LOD fix to Main
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
▊▋█▍▋ ▌█▅▅ -> █▉▅▋▇▌█▇
3 Years Ago
Rebuild manifest, should fix missing roadsigns
3 Years Ago
Fix compilation on IndividualSpawner custom editor
3 Years Ago
Merge destroyable roadsigns -> Main
3 Years Ago
A fair amount of roadsigns are used for decoration on monuments, stuck into other models or even used as signs on walls with the pole hidden. Reintroduced static roadsigns and set all signs in the game as destroyable or not on a case-by-cases basis
3 Years Ago
New system for roadsign spawners to check for available space, other models moved to world layer, checked through all signs for any spawn issues, final cleanup
3 Years Ago
Fixed some road models not being on the world layer with the rest of the road content
3 Years Ago
Some roadsigns don't have space to spawn as they're up against a wall, stuck in something etc. Added per-spawner settings on whether to check for space when respawning
3 Years Ago
All prefabs/scenes updated with spawnable roadsigns
3 Years Ago
Conflicted scenes and prefabs redone with spawnable roadsigns
3 Years Ago
Make sure conflicted prefabs are exact copies of those on Main
3 Years Ago
Merge destroyable roadsign fixes
3 Years Ago
Cherry-pick original roadsigns merge
4 Years Ago
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
4 Years Ago
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
4 Years Ago
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
4 Years Ago
Rebuilt other monuments