userIan Hendersoncancel
reporust_rebootcancel

2,803 Commits over 548 Days - 0.21cph!

10 Months Ago
Merge Travelling Vendor -> Main
10 Months Ago
Vending front changes
10 Months Ago
Fixed wheel colliders having a slight gap with the ground
10 Months Ago
Merged Travelling Vendor -> Main
10 Months Ago
Attempt to fix staging
10 Months Ago
Merge Travelling Vendor -> Main
10 Months Ago
Cleanup and missing files
10 Months Ago
Travelling Vendor~ - Swapped steering over to PID controller - Fixed wobbly wheels - Added proper lerping to clientside wheel visuals - Removed steering deadzone logic - Changed wheel grip values so it can climb hills
10 Months Ago
Merge Travelling Vendor -> Main (Again!)
10 Months Ago
Set some colliders to triggers
10 Months Ago
Merge Travelling Vendor -> Main
10 Months Ago
Travelling Vendor ~ - Increased Torque - Simplified and improved pullover mechanics, as well as alignment - Put max speed system in - Fixed issues with large colliders pushing or pulling small bikes nearby and stopping dismounts - FIxed issues with TargetDetection trigger not being on the correct layer. Causing issues with trains and not picking up targets properly - Fixed issues with handling at high speeds - Fixed brake problems - Vehicle push/ player push now only enabled when in movement| - Fixed bugs stopping vendor from stopping when players are nearby - Fixed brake lights
10 Months Ago
Added extra debug logs
10 Months Ago
Reduced distance to kirb Clear hits list in between
10 Months Ago
Travelling Vendor + Dynamic Pricing -> Main
10 Months Ago
Map changes
10 Months Ago
Max speed Removed Rigidbody interpolation
10 Months Ago
Fixed steering deadzone issues
10 Months Ago
Fixed missing bracket on turrets
10 Months Ago
Prefab update Attempt to fix the stuttering
10 Months Ago
Reverted ackermann steering to a simple angle based steering system. Works better in most cases Default colliders now checked to ensure they arent a child of the vendor
10 Months Ago
Removed non convex colliders
10 Months Ago
Improved wheel traction Default physics layer checks on roadside (Should pickup those roadsigns)
10 Months Ago
Prevent NPCVendorTurrets from corrupting saves again
10 Months Ago
Missing files
10 Months Ago
Created and setup icon for travelling vendor
10 Months Ago
Merge Phrases
10 Months Ago
Update phrases
10 Months Ago
Merge Travelling Vendor -> Main
10 Months Ago
Regen manifest
10 Months Ago
Travelling Vendor -> Main
10 Months Ago
Ready to go
10 Months Ago
Cherrypicked server override fix
10 Months Ago
Cherrypicked VehicleChassis Workaround
10 Months Ago
Cherrypicked event compile fix
10 Months Ago
Fixed codegen errors
10 Months Ago
Merge Main -> Travelling Vendor
10 Months Ago
Greatly improved the reliability of pull over checks. Now correctly notices electrical boxes, electric poles, cactus and junkpiles in basically all cases
10 Months Ago
Fixed rear wheels not moving Fixed indicators Vendor now destroys road signs that it comes in contact with
10 Months Ago
Adjusted wheel collider values. Appears to be more stable overall
10 Months Ago
Dont force network update every fixed update. Seems to provide better results at first glance
10 Months Ago
Fixed vending machine screens not showing anything
10 Months Ago
Handbrake system to help prevent tipping over when first spawned Swapped collider checks from vis.colliders to overlapspherenonalloc to try and pick up electric poles Better error messages for when the vendor doesnt spawn
10 Months Ago
Fixed missing override on server build
10 Months Ago
Codegen VehicleChassisVisuals work around
10 Months Ago
Merge Travelling Vendor + Dynamic Pricing -> Aux2
10 Months Ago
Lowered centre of mass
10 Months Ago
Fixed incorrect positions of vendor fronts (again) Vehicle lights bool rewrite again Refactor of indicator code Prefab changes
10 Months Ago
Reduce left right wobble Debug logs for brakes/indicators
10 Months Ago
Reload road categories when loading cached road. This should prevent issues where the vendor couldn't be spawned after loading a save.