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122,208 Commits over 4,048 Days - 1.26cph!

3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Fixed zipline moving too slowly in builds
3 Years Ago
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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
Now require server.stats to be true to send analytics (as well as official)
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
Merge from spraycan_merge2
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Compile fix
3 Years Ago
Remove LOD system from sprays
3 Years Ago
Protobuf
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Mission complete analytic
3 Years Ago
More mid-island splatting & polish. Related material tweaks.
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
3 Years Ago
Consolidated normal computation
3 Years Ago
Height/splat polish around launch site.
3 Years Ago
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3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
▄▋▉ ▆█▊▋/▌▆▄█ ▇▌▊▆▇▄.
3 Years Ago
S2P trainyard, powerplant, launch site, excavator, compound, harbor 1 and 2
3 Years Ago
Moved magnet crane animator params to the base class
3 Years Ago
Remove debug stuff from playground
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
Merge from Powerline_Zipline
3 Years Ago
Fix some ziplines not generating because they were calculating a dot product of over 1
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
Remove debug stuff from craggy (left two powerlines for testing)
3 Years Ago
Magnet crane pedals now animate and have IK
3 Years Ago
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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
Protobuf + manifest
3 Years Ago
More mid area splatting & fixes
3 Years Ago
Merge from powerline_zipline Discarded prefab monuments, will need to redo S2P
3 Years Ago
Magnet crane arm collider edit - reduce the change of the arm colliding entering the ground.
3 Years Ago
Protobuf + manifest