userJarryd Campicancel
reporust_rebootcancel

11,048 Commits over 1,950 Days - 0.24cph!

4 Years Ago
Add foot IK trigger to workcarts
4 Years Ago
Fix foot ik changes not applying while parented (whoops)
4 Years Ago
Fixed case where inaccurate spins remaining would display in slots UI
4 Years Ago
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance Added the new trigger to the static elevator lift
4 Years Ago
Setup assets for more existing gestures Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture Added support for specifying the layer of a gesture Fixed up some misconfigured animations on the player animator
4 Years Ago
Fixed not being able to spin on slot machine if it had scrap in it before the client connected
4 Years Ago
Fixed spins not animating if player dismounts while spin in process Fixed reel positions in the wrong visual location when loading on the client
4 Years Ago
Merge from main
4 Years Ago
Fixed shading of item icons on slot machine UI
4 Years Ago
Fixed being able to open scrap storage on neighbouring slot machines
4 Years Ago
Raised dismount points slightly so they're not blocked by ground
4 Years Ago
Merge from slots
4 Years Ago
Icons, fixed NRE's when using a gesture with nothing equipped
4 Years Ago
Moved the door manipulator on one of the stairwells
4 Years Ago
Increased elevator speed per metre (1.5 -> 2.5)
4 Years Ago
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky) Moved the gesture configs into a scriptable object Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
4 Years Ago
Revert unintended craggy change
4 Years Ago
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
4 Years Ago
Replaced all of the elevator buttons
4 Years Ago
Merge from workcart/button (stomped button placement, will need to reapply)
4 Years Ago
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4 Years Ago
Remove accidental throw in ServerMgr Invoke the boat flag change and remove the per frame check so the latest flags are always set Don't use a local boolean when adding to queues, just rely on the builtin contains check
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Merge from main
4 Years Ago
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
4 Years Ago
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4 Years Ago
Manifest, merge fixes, codegen
4 Years Ago
Merge from map_optimisation
4 Years Ago
Use RustLayout on shop map marker cluster
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Revert accidental changes to deployable elevator
4 Years Ago
S2P tunnel entrance, run some more DoPrepare Fixes missing top elevator at tunnel entrance
4 Years Ago
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting) Ran DoPrepare on elevator.static.top to fix prefab id
4 Years Ago
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4 Years Ago
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