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107,019 Commits over 3,836 Days - 1.16cph!

3 Years Ago
Merge Main -> General QOL
3 Years Ago
S2P arctic research base
3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
Minor spelling fix
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Don't move player eye position while using first person with arms on the zipline
3 Years Ago
Merge from powerline_zipline/ease_in
3 Years Ago
VM setup
3 Years Ago
Compile fixes
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Increase range of potential ziplines Slightly reduce height of collision sweep while ziplining
3 Years Ago
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3 Years Ago
Use a random image from the manifest as the loading screen background
3 Years Ago
This isn't going to work, but committing what I've got in case I need some of it back later. Initial work on the physics of coupled trains.
3 Years Ago
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3 Years Ago
vm zipline test - anims and animator
3 Years Ago
zipline player anim updates, updated ik target positions on zipline mountable prefab
3 Years Ago
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3 Years Ago
Larger Dog tags wm and tweaked culling distance
3 Years Ago
Significantly better road / rail intersections
3 Years Ago
SE finalization progress
3 Years Ago
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3 Years Ago
Better rail ring / road ring corner postprocessing
3 Years Ago
Fixed cliffs sometimes overlapping rail
3 Years Ago
merge from main
3 Years Ago
some cleanup and tests removal
3 Years Ago
Path meshes can use terrain normal for certain vertices by specifying vertex alpha (100% = terrain normal, 0% = mesh normal)
3 Years Ago
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
3 Years Ago
merge from dog_tags
3 Years Ago
tags icons, sounds, manifest
3 Years Ago
tags .items and wm setup
3 Years Ago
Merge from main
3 Years Ago
procgen railroad track painted with vertex alpha on its edges - to be used for terrain normal capture
3 Years Ago
Enable first person with arms and disable the look threshold while ziplining
3 Years Ago
Protobuf
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform Refactored saving and loading
3 Years Ago
Now playing couple and uncouple sounds
3 Years Ago
IK hand tweaks
3 Years Ago
Make speed ease in respect the mount animation
3 Years Ago
Merge from zipline_mountable
3 Years Ago
Only show uncouple interaction when coupled
3 Years Ago
When a user uncouple a train, let it uncouple, and don't recouple it unless it moves away and back again
3 Years Ago
Add usePoseTransition bool to player animator (set to true when mounting a zipline) Restore old Walk->sitOnChair transition, use that if usePoseTransition is false This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
3 Years Ago
Merge from powerline_zipline
3 Years Ago
Zipline now takes 3s to get to top speed Slightly increased top speed
3 Years Ago
Set up temp train bounds and hurt triggers correctly
3 Years Ago
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
3 Years Ago
Refactored all the coupling code. Improving decoupling