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106,897 Commits over 3,836 Days - 1.16cph!

2 Years Ago
Allow head look when mounted on invisible static chair & secretlab chair
2 Years Ago
Both toilet prefabs now use updated chair settings.
2 Years Ago
Updated more chair prefabs to allow upper body gestures. Setup generic chair mount sound definition to use across chair prefabs. Disabled gibs for invisible static chair.
2 Years Ago
Minor headlights setup edit
2 Years Ago
Set up the more advanced separate forward/backward headlights
2 Years Ago
reduced texture sizes on poweder
2 Years Ago
tweaked flashbang glass transparency and metalness, added power mesh with tiling material for viewmodel and lod0, will add something to the opaque material
2 Years Ago
import settings change for lever
2 Years Ago
Train Control Lever Setup
2 Years Ago
Semi-fixed the locomotive headlight spotlight behaviour
2 Years Ago
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
2 Years Ago
Removed some old trail connection points from trainyard that no longer make any sense
2 Years Ago
Added a note to the comment re not using ClientInit() for the particle setup.
2 Years Ago
I have attained the truly correct way to handle particle systems and implemented it here. Here is a handy guide to the following difficult situation, which I've also pasted into a new block comment in ParticleSystemContainer: - You have a Particle System that you want to be on sometimes, and off at other times. e.g. Smoke from an engine that emits while the engine is running. - You want the Particle System to be culled (ParticleSystemCull) or LOD'd (ParticleSystemLOD) at a certain distance. Here is the setup you need: - Use a ParticleSystemContainer and control your particle systems from there, not directly. - Set your ParticleSystemCull/ParticleSystemLOD scripts to Play On Show TRUE. - In your parent entity, immediately call Stop() or Play() on the ParticleSystemContainer in ClientOnEnable(), as desired for the particle's current state. This gets everything into the right initial state. From there, things should work correctly.
2 Years Ago
Fixed client compile
2 Years Ago
Changed interaction sounds for wagon storage + crates and coaling tower storage.
2 Years Ago
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
2 Years Ago
New particle FX now behave correctly. - Added stopOnEnable option to ParticleSystemContainer and set it to true on all the new FX - Re-enabled all the ParticleSystemCull/ParticleSystemLOD scripts - Removed my additional Stop() commands in init
2 Years Ago
Update island positioning so it should clamp itself within ValidBounds Adjust island prefab so the triggers don't spawn closer than expected Don't show the ocean transfer message on the HUD if the position the player is heading for is out of world bounds
2 Years Ago
Prevent SocketMod_Area from colliding with itself (fixes windmill floating on top of wall)
2 Years Ago
Unsaved sound tweaks
2 Years Ago
Coaling tower sounds
2 Years Ago
Removed engine front left/front right ladder objects
2 Years Ago
Fixed locomotive engine smoke not playing
2 Years Ago
Boomtests
2 Years Ago
Merge Main -> Trainyard Update
2 Years Ago
fixed flashbang vw materials, still very much wip
2 Years Ago
merge from main
2 Years Ago
merge from thrown_weapons
2 Years Ago
tidy up
2 Years Ago
updated materials
2 Years Ago
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2 Years Ago
cleanup
2 Years Ago
vm molotov cocktail - 1st pass anims, animator, viewmodel prefab
2 Years Ago
Merge from nexus
2 Years Ago
Change debug logs when a transfer destination position couldn't be found to warnings (down from errors) Only show the warning that nexus island couldn't be found for a ferry in editor Scale the fallback transfer destination with island spawn distance to not spawn behind them
2 Years Ago
Update ferry sphere cast so it can collide with triggers tagged FerryAvoid
2 Years Ago
Powerplant lighting and light switches Tweaked a few materials Scene2prefab
2 Years Ago
Store lowest ping in local sqlite cache Fix task concurrency again
2 Years Ago
flame fixes
2 Years Ago
merge from main
2 Years Ago
Avoid passing zero vectors to Quaternion.LookRotation in ferry
2 Years Ago
Update math to determine island billboard positions so it hopefully lines up with the maps now
2 Years Ago
removed refract material on molotov - also doesn't work in viewmodel. added Flashbang, working on glass materials
2 Years Ago
New lightgroup for the 'stopped' state.
2 Years Ago
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
2 Years Ago
Locomotive instrument panel does a little lightshow when you couple with a new wagon. Also small texture tweaks to facilitate it.
2 Years Ago
Support for multiple fish types
2 Years Ago
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps
2 Years Ago
Fix the nexus.transfer command taking the ferry with you when on a ferry