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107,014 Commits over 3,836 Days - 1.16cph!

2 Years Ago
vm molotov cocktail - 1st pass anims, animator, viewmodel prefab
2 Years Ago
Merge from nexus
2 Years Ago
Change debug logs when a transfer destination position couldn't be found to warnings (down from errors) Only show the warning that nexus island couldn't be found for a ferry in editor Scale the fallback transfer destination with island spawn distance to not spawn behind them
2 Years Ago
Update ferry sphere cast so it can collide with triggers tagged FerryAvoid
2 Years Ago
Powerplant lighting and light switches Tweaked a few materials Scene2prefab
2 Years Ago
Store lowest ping in local sqlite cache Fix task concurrency again
2 Years Ago
flame fixes
2 Years Ago
merge from main
2 Years Ago
Avoid passing zero vectors to Quaternion.LookRotation in ferry
2 Years Ago
Update math to determine island billboard positions so it hopefully lines up with the maps now
2 Years Ago
removed refract material on molotov - also doesn't work in viewmodel. added Flashbang, working on glass materials
2 Years Ago
New lightgroup for the 'stopped' state.
2 Years Ago
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
2 Years Ago
Locomotive instrument panel does a little lightshow when you couple with a new wagon. Also small texture tweaks to facilitate it.
2 Years Ago
Support for multiple fish types
2 Years Ago
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps
2 Years Ago
Fix the nexus.transfer command taking the ferry with you when on a ferry
2 Years Ago
Added a quick shader for testing, rendering, wrapped settings.
2 Years Ago
changed molotov cocktail to no longer use the liquid material as it wasn't working with motion blur, and have set up a refraction material to replace it. UV and mesh tweaks, and rebaked out normal map to fix a reflection pixelation bug, removed backfaces mesh
2 Years Ago
Disabled all particle system LOD scripts on the new FX for now. Need to work out a way to make this play nicely with Play/Stop before we re-enable them.
2 Years Ago
Fixed the unloading indicator on train engine monitors not showing if the index was zero
2 Years Ago
Always animate the locomotive fans. All the exceptions (spectate, debugcam, demo etc) were getting more complex than just always animating
2 Years Ago
Fixed wrong pressure gauge readings when locomotive is off
2 Years Ago
Fixed locomotive fans and gauges not animating in demos
2 Years Ago
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2 Years Ago
merge from cui_texture_cache
2 Years Ago
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2 Years Ago
Reference the crates on the loot wagon via EntityRef
2 Years Ago
Drop loot from loot wagon unloadable crates if the wagon is destroyed, but only if the gravel has already been removed
2 Years Ago
Fixed loot wagon crate visibility bug
2 Years Ago
Cease unloading if the fuse is removed during the unloading process
2 Years Ago
Don't light the interior coaling tower lights if it's not powered (fuse)
2 Years Ago
Increased minimum time between open/close sfx to 0.2s
2 Years Ago
Enforce a minimum of 0.1s between an open or close sound playing, should hopefully fix sounds occasionally playing twice quickly
2 Years Ago
Set up the same ParticleSystemContainer + PlayOnShow + Stop on init system for the unloadable train wagon FX an coaling tower FX. Fixes LODs not playing nicely with play/stop.
2 Years Ago
Fixed demos failing to playback if the local player died during the recording FIxed HurtOverlay appearing if in debug camera and the local player is hurt/dies
2 Years Ago
Open/close sounds for item_drop prefabs (normal, backpack, buoyant) and fuse box
2 Years Ago
Fixed locomotive engine FX not behaving well with LOD
2 Years Ago
Filter by version tag when using cache
2 Years Ago
Moved loot open/close sounds to new IContainerSounds interface for easier implemenation, refactored existing implementations Added support for loot open/close sounds to ItemBaseFlowRestrictor and DroppedItemContainer classes Fixed duplicate open/close sound entries on Modular Car LIfts
2 Years Ago
Merge from prefab_optimisations/trainyard_merge
2 Years Ago
Applied UndergroundLODSwitcher to door.hinged.industrial_a_a and door.hinged.industrial_a_b (both used in train tunnels)
2 Years Ago
Directory cleanups
2 Years Ago
Null check around fxEngineOn
2 Years Ago
Merge from main
2 Years Ago
Fixed invalid textures for scene backup.
2 Years Ago
Additional physical camera sensor types (ALEXA LF + 35)
2 Years Ago
Disabled Play On Show on the locomotive exhaust as well
2 Years Ago
Disabled Play On Show on the FX
2 Years Ago
Add a new UndergroundLODSwitcher that switches the environment type of a LOD component to Underground if it is more than 15m below the terrain Applied it to the elevator doors in train tunnels (prevents 5-10 skinned mesh renderers rendering from over 100m away when the player isn't in the tunnel, but keeps any doors close to the surface unchanged)