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107,050 Commits over 3,836 Days - 1.16cph!

3 Years Ago
subtracting cs 69132, 69093, 69091, 68657, 68908 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
3 Years Ago
subtracting cs 69132, 69093, 69091 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
3 Years Ago
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3 Years Ago
merge from main RC
3 Years Ago
Cleaning up methods for height query. Can now query height for any time and state.
3 Years Ago
merge from LoadingScreen_02 (minor fixes)
3 Years Ago
fixed more text overflow issues
3 Years Ago
merge from main
3 Years Ago
more wip tests
3 Years Ago
merge from main
3 Years Ago
merge from LoadingScreen_02 (fixes / improvements)
3 Years Ago
merge from 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
Minor magnet crane tweak after further testing
3 Years Ago
Fixed work cart gravity calculation being backwards (so uphill was faster, downhill slower)
3 Years Ago
GenerateRailMeshes now generates a TrainTrackSpline script with a spline that the train can follow. WorkCart can now run on the above-ground rails - but not very accurately as the drop to terrain height that the real tracks use is so far ignored.
3 Years Ago
TrainIsland track testing scene
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 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).
3 Years Ago
Magnet crane braking/steering
3 Years Ago
Final height & splat polish on north side
3 Years Ago
Don't show server details on loading screen when streamer mode is enabled Fix server details not showing on loading screen when reconnecting to the same server
3 Years Ago
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3 Years Ago
Just about done splatting the north
3 Years Ago
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3 Years Ago
setup a save file for testing.
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
phrases + codegen
3 Years Ago
- Fixed controls working while magnet crane is still starting its engine - Completed magnet flag TODO
3 Years Ago
Compile fix
3 Years Ago
Merge from main
3 Years Ago
Merge from super_raycast
3 Years Ago
Improved accuracy when raycasting at steep angles by decreasing the orthographic size
3 Years Ago
Revert timeout and colour changes for testing
3 Years Ago
Simplified magnet crane steering code - use torque force only
3 Years Ago
Cleanup command buffers when quitting the game (probably not an issue in builds)
3 Years Ago
Minor magnet crane edits
3 Years Ago
Magnet crane brake power increase + minor code edit
3 Years Ago
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
3 Years Ago
Magnet crane rigidbody edits
3 Years Ago
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
3 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?
3 Years Ago
3 Years Ago
Conditional Reflex UI fixes
3 Years Ago
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene