branchrust_reboot/maincancel

33,570 Commits over 4,140 Days - 0.34cph!

4 Years Ago
temp fix for underground gunshots being heard on the surface
4 Years Ago
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
4 Years Ago
warning when dungeon navmesh fails to build
4 Years Ago
Train friction sparks FX into a basic prefab until we implement it.
4 Years Ago
delay respawn during puzzle reset until spawn points are available
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Workcart volume tweaks - hopefully improve players falling out
4 Years Ago
Temp fix for the stack overflow etc problems with work carts spawning in the same spot as others. Will fix this properly tomorrow with the spawners so they don't even attempt to spawn when there's something in the way. The two push force methods also have better handling if there IS a recursive loop detected.
4 Years Ago
- Fixed headlights not showing up when loading a demo with a train running (caused by OnFlagsChanged not being called on load) - Fixed engine sound not playing in the same situation(caused by TrainEngineAudio bug)
4 Years Ago
Increase raycast distance when finding elevator connections (150->200), some elevator shafts were so tall that they weren't properly connecting
4 Years Ago
Meta file
4 Years Ago
Merge Workcart -> Main
4 Years Ago
Increased static elevator speed (2.5 -> 3.5) S2P
4 Years Ago
wrap NPC navmesh error under developer 1
4 Years Ago
Fix for NRE in buoyancy script
4 Years Ago
fixed oilrig navmesh being cut off due to AABB properly wait until all navmeshes are built before spawning NPCs higher budget for coverdistance calculation shortly after a navmesh was completed store longer cover distances (40m instead of 20m) move exfil points from CH47Scientist to side of hull instead of on blades (???) snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable" Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
4 Years Ago
Removed my old temporary work cart damage effects
4 Years Ago
Added separate FX slot for temporary engine trouble
4 Years Ago
Increased work cart damage effect thresholds to 60/40/20
4 Years Ago
Completely disable rain / snow particle effects inside train tunnel environment volumes
4 Years Ago
workcart NRE fix
4 Years Ago
protocol++ too many mismatched bug reports
4 Years Ago
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
4 Years Ago
max depth/altitude optional value for safe zone triggers
4 Years Ago
fix for low distance road cones on train barricade heavy
4 Years Ago
fix for spawngroups sometimes utilizing full spawnPoints
4 Years Ago
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4 Years Ago
Fridge door should be fixed across all locations now
4 Years Ago
Merge from network_tick_optimizations
4 Years Ago
Only try generating dungeon navmesh if dungeon exists
4 Years Ago
Subtracting random_opt_2
4 Years Ago
Fixed SlotMachine navmesh server error
4 Years Ago
merge from /slots (minor updated payout sounds)
4 Years Ago
Revert to old item colouring on slot machine loot panel
4 Years Ago
Added a loot panel name for some more scientist corpses
4 Years Ago
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4 Years Ago
Merge Workcart -> Main
4 Years Ago
Fixed the wildcard entry on the slots payout widget not translating properly
4 Years Ago
Fixed the first slot machine that loads on the client having incorrect material applied to payout sheet
4 Years Ago
Revert ShowPushMenu back to IsStationary
4 Years Ago
Use velocity instead of rigidbody sleep state when allowing pushes on boats
4 Years Ago
Fixed slot machines on staging taking 10 scrap instead of 2 (store spin cost on settings asset instead)
4 Years Ago
Change boat push check to an actual velocity check instead of a rigidbody sleep check
4 Years Ago
merge from /Workcart
4 Years Ago
merge from /Workcart
4 Years Ago
Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
4 Years Ago
merge from main/pookie_deploy
4 Years Ago
reworked alpha channel of powerlines impostors to cope better with mipping