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107,045 Commits over 3,836 Days - 1.16cph!

3 Years Ago
Fixed cliffs sometimes overlapping rail
3 Years Ago
merge from main
3 Years Ago
some cleanup and tests removal
3 Years Ago
Path meshes can use terrain normal for certain vertices by specifying vertex alpha (100% = terrain normal, 0% = mesh normal)
3 Years Ago
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
3 Years Ago
merge from dog_tags
3 Years Ago
tags icons, sounds, manifest
3 Years Ago
tags .items and wm setup
3 Years Ago
Merge from main
3 Years Ago
procgen railroad track painted with vertex alpha on its edges - to be used for terrain normal capture
3 Years Ago
Enable first person with arms and disable the look threshold while ziplining
3 Years Ago
Protobuf
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform Refactored saving and loading
3 Years Ago
Now playing couple and uncouple sounds
3 Years Ago
IK hand tweaks
3 Years Ago
Make speed ease in respect the mount animation
3 Years Ago
Merge from zipline_mountable
3 Years Ago
Only show uncouple interaction when coupled
3 Years Ago
When a user uncouple a train, let it uncouple, and don't recouple it unless it moves away and back again
3 Years Ago
Add usePoseTransition bool to player animator (set to true when mounting a zipline) Restore old Walk->sitOnChair transition, use that if usePoseTransition is false This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Zipline now takes 3s to get to top speed Slightly increased top speed
3 Years Ago
Set up temp train bounds and hurt triggers correctly
3 Years Ago
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
3 Years Ago
Refactored all the coupling code. Improving decoupling
3 Years Ago
Merge from save223
3 Years Ago
VM anim scene backup
3 Years Ago
Fishing villages lighting and bounce lights
3 Years Ago
More south of river area.
3 Years Ago
River bank improvements & surroundings
3 Years Ago
player animator transition state test
3 Years Ago
player idle to zipline transition anim
3 Years Ago
South of river finalization WIP
3 Years Ago
More improvements for rail terrain adjustment
3 Years Ago
Made the custom normals point up on a wider portion of the gravel on track
3 Years Ago
Better rail terrain adjustment
3 Years Ago
More severe punishment when road / rail overlap (to avoid overlap along extended sections while still allowing short crossings)
3 Years Ago
Fixed several things spawning partially on rails
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Compile fix
3 Years Ago
Merge from powerline_ziplines
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
3 Years Ago
Fixed decals switching back to the default decal after being pooled
3 Years Ago
Don't allow spraying until deploy animation finishes
3 Years Ago
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.
3 Years Ago
Remove unneeded bools