branchrust_reboot/maincancel

30,389 Commits over 3,806 Days - 0.33cph!

2 Years Ago
Fixed train tracks exiting collation early if a looped spline was present
2 Years Ago
TrainIsland edit
2 Years Ago
Updated TrainIsland test scene. Now working again, and now includes an underground rail loop as well as the above-ground one.
2 Years Ago
skin approval
2 Years Ago
▊▋▌▅▉ ▉▋█▌ ▆▇▌▌ ▌▅▍▊▄▊▄▇▌▊ ▇█▍█▊▆▅
2 Years Ago
Don't generate rail below 4250 world size for now (takes too much space away from monuments, will try and find other solution next month) Fixed another edge case of giant excavator overlapping rail
2 Years Ago
disable egg suit test sign
2 Years Ago
▊▇█▅▉▌▌▇ ▊▋█▄ ▍▍▋▋▍▄ █▋▋▉ ▉▊▇▌▇▉▊ ▆▅▅ ▇▊▆▉
2 Years Ago
egg suit typo fix
2 Years Ago
phrases
2 Years Ago
merge from save223
2 Years Ago
Merge from official_server_analytics
2 Years Ago
▆▇▋▇▄ ▄▉▌▉ ▊▆▄▋▊▄▅▋▊▇
2 Years Ago
Debug camera now uses forward/back/left/right input bindings instead of hardcoded WASD
2 Years Ago
merge from loading_bg
2 Years Ago
Merge from easter2022
2 Years Ago
▍▋▌ ▉▍▊ ▊▋▅▉▄▆▉ █▄▊▉█
2 Years Ago
▇█▅▇▉ ▋▅▆▄ ▅▇█▌▍▇▄▅▌▋
2 Years Ago
Merge from new_achievements
2 Years Ago
▋▇▌▍▄ ▌▍▄▅▉▆ ▆▇█▍▄▌▅ ▋▇▊ ▌▅▌▆▍▋▋▊▅▍ ▇█▆ █▄▉▋ - ▋▇▋▉▄▅ ▆█▇▄▍▄
2 Years Ago
Larger Dog tags wm and tweaked culling distance
2 Years Ago
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
2 Years Ago
merge from dog_tags
3 Years Ago
▊██▇ ▄▉▋▋▍▉▆▆
3 Years Ago
Removed water systems from bunker entrance prefabs.
3 Years Ago
merge from wfix
3 Years Ago
A different fix for the double-up mount interaction options when interacting with modular car modules. Removed the Menu_Mount override in BaseVehicleModule, and told RPC_WantsMount to look up the chain if the interactee isn't directly mountable itself. Changed Menu_Mount to not be virtual, as it looks like any override will cause an interaction double-up.
3 Years Ago
Removing osx steamworks libs (doesn't look like they're being used at all, and we don't even build the osx server either)
3 Years Ago
Updating Steam libraries to latest
3 Years Ago
Revert 69578 and 69579 for now - I need to sort out a remaining issue first.
3 Years Ago
CodeGen for the previous commit, update EntityMenu.cs
3 Years Ago
Fixed the mount option appearing twice on vehicle modules (when holding to interact). Now that vehicle modules inherit from BaseMountable, they still need their Menu_Mount_ShowIf override, but don't need their Menu_Mount entry.
3 Years Ago
Fixed edge case where reskinning a snowmobile would sometimes lose it's storage
3 Years Ago
"Occupied" message no longer shows when looking at vehicle modules with no mount points
3 Years Ago
UpdateFullFlag now propagates up to any parent vehicle(s). Fixes vehicles not being mountable when loading from a save if the vehicle was mounted during the save.
3 Years Ago
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
3 Years Ago
Moved magnet crane animator params to the base class
3 Years Ago
Added support to EmissionToggle for any emission percent between 0 and 1. Set the magnet crane's rotation light to 20% emission when on. 100% on that material was designed for beacon lights rather than a little cabin light.
3 Years Ago
Ternary conditional compile fix
3 Years Ago
Holding the crouch key while in the Magnet Crane now automatically rotates the cabin back to zero
3 Years Ago
Added a blue light to the Magnet Crane cockpit. When the magnet crane cabin is within 10 degrees of facing straight forward, it lights up
3 Years Ago
Magnet crane pedals now animate and have IK
3 Years Ago
Renamed magnet crane `rigfht tread movement` to `right tread movement`
3 Years Ago
Magnet crane: - If we use the IntertiaTensor Unity thinks we should have, the crane is really wobbly with the arm extended straight up - If we use my custom IntertiaTensor (set to values that act like the arm doesn't exist), the crane behaves in unexpected ways with the arm extended far out front Compromise instead and go 50% of the way between them. 1. Set the inertia tensor to what Unity thinks it SHOULD be for the current arm position. 2. Set the inertia tensor to half way between the above and my custom one.
3 Years Ago
Magnet crane arm collider edit - reduce the change of the arm colliding entering the ground.
3 Years Ago
Fixed glitching start/stop sounds caused by poor speed calculations in MagnetCraneAudio
3 Years Ago
Merge MagnetCraneUpdate -> Main
3 Years Ago
▌▌▋▋▄ █▉▌▉ ▅▊▅▋▉█▊▇▌ ▅▇ ▌▌▉█▋ ▌▍▊▅▊ ▆▌█▉▅▌▇ ▌▅▇▋▇▍▉▅ ▍▅▋█▉▌ ▋▍▄▌▄▇▇ ▄▅▉▍▊▍▌▌▋ ▅█▉▆▉▋▌▉
3 Years Ago
Try reducing magnet crane interp snapshot count from 32 to 8
3 Years Ago
Removed temp debug code