reporust_rebootcancel

133,340 Commits over 4,293 Days - 1.29cph!

6 Years Ago
Cull the Vehicle World layer on the main cam
6 Years Ago
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6 Years Ago
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6 Years Ago
Force adjustment
6 Years Ago
Steering and damage adjustments
6 Years Ago
Final collision adjustment
6 Years Ago
Use prevent building box collider on the static car lift, matching the deployed version
6 Years Ago
Transfer chassis damage evenly between modules
6 Years Ago
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6 Years Ago
Collision damage adjustment again
6 Years Ago
Collision damage changes. Catch large damage events more reliably
6 Years Ago
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6 Years Ago
Merge from main
6 Years Ago
Immediately after instantiating the UI, disable its root game object, then enable it again. The time spent in UI every frame will then drop by 0.5ms.
6 Years Ago
Adjusting collision damage after testing
6 Years Ago
Use a zero-time invoke on collision damage to avoid potential errors due to the restriction on DestroyImmediate calls via OnCollisionEnter
6 Years Ago
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6 Years Ago
Increase average collision damage further
6 Years Ago
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6 Years Ago
Fix car collisions only doing 10% of the damage they should be, due to protection properties. Ignore protection.
6 Years Ago
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6 Years Ago
Add Vehicle World layer to the Main Camera culling mask.
6 Years Ago
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6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
Add EnvironmentVolumeProperties to WhatUsesLayer
6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
Save/load dof dist with camera state
6 Years Ago
merge from building_blocks_2020_surfacefixes
6 Years Ago
Merge from main
6 Years Ago
Set LaserDetector to use Vehicle World instead of Vehicle Detailed as well
6 Years Ago
Have pressure and landmine pad look at Vehicle World layer instead of Vehicle Detailed
6 Years Ago
Merge from Main -> Vehicles
6 Years Ago
Merge physics branch -> Vehicles. Splits Vehicle Movement layer into two layers: Vehicle World, which handles world collisions, and Vehicle Detailed, which handles bullet hits and player movement. Vehicle Movement became Vehicle Detailed, and the unused (TBC) Reflections layer became Vehicle World.
6 Years Ago
Spiral stairs + ramp surface type fixes
6 Years Ago
Fix PatrolHelicopter realmed remove
6 Years Ago
WhatUsesLayer can now find scripts that use a certain layer as well. Removed the capability to replace a layer.
6 Years Ago
Interest layers and masks changed from Vehicle Detailed to Vehicle World in the following prefabs: -TriggerVehiclePush: --powerplant_1: 2x VehiclePhysBox --water_treatment_plant_1: 2x VehiclePhysBox --sliding_blast_door: VehiclePhysBox --CargoShipTest: BowTrigger --door.double.hinged.metal: 2x VehiclePushVolume --door.double.hinged.toptier: 2x VehiclePushVolume --door.double.hinged.wood: 2x VehiclePushVolume --gates.external.high.stone: VehiclePhysPush, VehiclePhysPush (1), VehiclePush --gates.external.high.wood: VehiclePhysPush, VehiclePhysPush (1) --wall.frame.garagedoor: VehiclePhysBox -TriggerVehicleDrag: --junkyard_1: Damage objects on all the barbed wire --barbedwire_set_bend45: damage --barbedwire_set_bend90: 3x damage --barbedwire_set_SShape: damage --barbedwire_set_straight300: damage --barbedwire_set_up90: 2x damage -VehicleLiftOccupantTrigger: --Vehicle_Lift: OccupantZone -Deploy Volume OBB: --HitchTrough.deployed: volume(3) --ChippyArcadeMachine: deploy_volume (1) -CrushTrigger: --ch47scientists.entity: triggerHurt (Why is this set to damage vehicles? Other crush triggers aren't) -SpawnHandler: --spawn.v2: Placement Check Mask, Bounds Check Mask --spawn.v2.Hapis: Placement Check Mask, Bounds Check Mask Left LaserDetector, pressurepad.deployed, and landmine.prefab on Vehicle Detailed.
6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
Merge from main
6 Years Ago
Fixed unmountable bandit town sofas
6 Years Ago
fixing seat module LOD side panel clipping thru the frame