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6,589 Commits over 1,066 Days - 0.26cph!

2 Years Ago
Enable waiting again - oops!
2 Years Ago
Clear material properties block before setting colour
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
Vending front changes
2 Years Ago
Fixed wheel colliders having a slight gap with the ground
2 Years Ago
Merged Travelling Vendor -> Main
2 Years Ago
Attempt to fix staging
2 Years Ago
Merge Travelling Vendor -> Main
2 Years 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
2 Years Ago
Cleanup and missing files
2 Years Ago
Merge Travelling Vendor -> Main (Again!)
2 Years Ago
Set some colliders to triggers
2 Years Ago
Merge Travelling Vendor -> Main
2 Years 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
2 Years Ago
Added extra debug logs
2 Years Ago
Reduced distance to kirb Clear hits list in between
2 Years Ago
Travelling Vendor + Dynamic Pricing -> Main
2 Years Ago
Map changes
2 Years Ago
Max speed Removed Rigidbody interpolation
2 Years Ago
Fixed steering deadzone issues
2 Years Ago
Fixed missing bracket on turrets
2 Years Ago
Prefab update Attempt to fix the stuttering
2 Years 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
2 Years Ago
Removed non convex colliders
2 Years Ago
Improved wheel traction Default physics layer checks on roadside (Should pickup those roadsigns)
2 Years Ago
Prevent NPCVendorTurrets from corrupting saves again
2 Years Ago
Missing files
2 Years Ago
Created and setup icon for travelling vendor
2 Years Ago
Merge Phrases
2 Years Ago
Update phrases
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
Regen manifest
2 Years Ago
Travelling Vendor -> Main
2 Years Ago
Ready to go
2 Years Ago
Cherrypicked server override fix
2 Years Ago
Cherrypicked VehicleChassis Workaround
2 Years Ago
Cherrypicked event compile fix
2 Years Ago
Fixed codegen errors
2 Years Ago
Merge Main -> Travelling Vendor
2 Years Ago
Greatly improved the reliability of pull over checks. Now correctly notices electrical boxes, electric poles, cactus and junkpiles in basically all cases
2 Years Ago
Fixed rear wheels not moving Fixed indicators Vendor now destroys road signs that it comes in contact with
2 Years Ago
Adjusted wheel collider values. Appears to be more stable overall
2 Years Ago
Dont force network update every fixed update. Seems to provide better results at first glance
2 Years Ago
Fixed vending machine screens not showing anything
2 Years 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
2 Years Ago
Lowered centre of mass
2 Years Ago
Fixed incorrect positions of vendor fronts (again) Vehicle lights bool rewrite again Refactor of indicator code Prefab changes
2 Years Ago
Reduce left right wobble Debug logs for brakes/indicators
2 Years Ago
Reload road categories when loading cached road. This should prevent issues where the vendor couldn't be spawned after loading a save.
2 Years Ago
Setup most of the base to handle indicator blinking