branchrust_reboot/maincancel

32,160 Commits over 4,018 Days - 0.33cph!

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
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3 Years Ago
Try reducing magnet crane interp snapshot count from 32 to 8
3 Years Ago
Removed temp debug code
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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