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107,026 Commits over 3,836 Days - 1.16cph!

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
3 Years Ago
Fixed glitching start/stop sounds caused by poor speed calculations in MagnetCraneAudio
3 Years Ago
Merge from spraycan_merge2
3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
Merge MagnetCraneUpdate -> Main
3 Years Ago
Fixed magnet crane oneshot audio playing too often
3 Years Ago
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3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Removed the input blocking after the magnet crane collides with something, leaving it to just prevent the movement instead. Fixes the case where the magnet could kind of 'dig in' its collision and end up not being able to move back out.
3 Years Ago
LS area finalization WIP
3 Years Ago
Finalizing mid area WIP
3 Years Ago
Merge from rail_network (just baseline, leaving out branching / side rails for now)
3 Years Ago
Merge from main
3 Years Ago
Road tint consistency fixes
3 Years Ago
Mountain road polish/fixes
3 Years Ago
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3 Years Ago
Airfield increased view distance of exterior fill lights
3 Years Ago
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3 Years Ago
Updated bones script (auto root bone) and greybox scene
3 Years Ago
Track ore nodes being harvested (include tool type as well)
3 Years Ago
Track tree kills (by weapon type)
3 Years Ago
Categorize GunTrap Fixed npc deaths being logged as player deaths Refactor death stat to recognize per weapon auto turret deaths (eg. player was killed by an auto turret with an mp5)
3 Years Ago
Track all items that are consumed by players
3 Years Ago
Fix shark categorize string for analytics Sharks are now considered NPC's Record deaths via NPC as a sub category so we can differentiate players dying from weapons (ie. getting killed by an mp5 wielded by a player or a scientist)
3 Years Ago
Removed the the map snowmobile
3 Years Ago
Merge Main -> MagnetCraneUpdates
3 Years Ago
Fix SERVER compile
3 Years Ago
Move custom demo systems to a new partial script to reduce conflicts when merging from main
3 Years Ago
Removed orphan DebugEx timer
3 Years Ago
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