branchrust_reboot/maincancel

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

3 Years Ago
Merge MagnetCraneUpdates -> Main
3 Years Ago
Added demo.showLocalPlayerNameTag convar (defaults to off, saved)
3 Years Ago
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3 Years Ago
Reflex latency marker fix
3 Years Ago
Reflex latency marker fix
3 Years Ago
Reapply build folder cleanup (fixes old catalogue files sticking around after subtract)
3 Years Ago
Merge from SteamNetworking_MultiLane_4
3 Years Ago
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3 Years Ago
Show the player who recorded the demo's nametag when in a demo and in debug cam
3 Years Ago
Fixed "Client integrity violation" when connecting to staging server
3 Years Ago
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3 Years Ago
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3 Years Ago
subtracting 69424 due to multiple errors
3 Years Ago
Network++
3 Years Ago
Merge from spraycan_restore
3 Years Ago
tweaked landmine positioning
3 Years Ago
Merge General QOL -> Main
3 Years Ago
Merge General QOL -> Main
3 Years Ago
Merge from reflex_1.6a5
3 Years Ago
Merge from mount_instrument_fix
3 Years Ago
Merge from taxi_kick_fix
3 Years Ago
Merge from instrument_disable
3 Years Ago
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3 Years Ago
Applied updated landmine model, icon and desc Phrases
3 Years Ago
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
3 Years Ago
Re-check UpdateFullFlag after mount points are spawned in. Fixes the following bug: - Server crashes while player is mounted. - Server loads save and dismounts the player. UpdateFullFlag is checked due to the dismount, and currently loaded mount points are zero, so the vehicle has zero mounted but nevertheless is "full". - The mount points are then loaded - Vehicle is now stuck thinking it's fully occupied
3 Years Ago
Possible fix for Water_GetHeight crash when disconnecting/switching servers
3 Years Ago
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3 Years Ago
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3 Years Ago
tweak modular vehicle texture
3 Years Ago
merge from Landmine
3 Years Ago
Closing the inventory will now highlight the currently equipped item on the belt bar if another item was selected while the inventory was open
3 Years Ago
merge from deployed_recorder_nre_fix
3 Years Ago
Fixed magnet crane jittery driving feel (due to interpolation setting). Non-movement rotation is still jittery, that's a more ingrained issue.
3 Years Ago
Magnet Crane turning was still feeling too fast on a live server. Removed the additional steering torque.
3 Years Ago
subtracting cs 69132, 69093, 69091, 68657, 68908 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
3 Years Ago
subtracting cs 69132, 69093, 69091 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
3 Years Ago
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3 Years Ago
merge from LoadingScreen_02 (minor fixes)
3 Years Ago
merge from LoadingScreen_02 (fixes / improvements)
3 Years Ago
Minor magnet crane tweak after further testing
3 Years Ago
Unity was automatically recalculating the Magnet Crane inertia tensor as the crane arm moved, causing it to get pretty unstable if the arm was up high. Now manually overriding the intertia tensor with values that essentially treat the arm component as weightless (we already did this with the centre of mass).
3 Years Ago
Magnet crane braking/steering
3 Years Ago
phrases + codegen
3 Years Ago
- Fixed controls working while magnet crane is still starting its engine - Completed magnet flag TODO
3 Years Ago
Simplified magnet crane steering code - use torque force only
3 Years Ago
Minor magnet crane edits
3 Years Ago
Magnet crane brake power increase + minor code edit