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107,029 Commits over 3,836 Days - 1.16cph!

3 Years Ago
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3 Years Ago
Unity was automatically recalculating the Magnet Crane inertia tensor as the crane arm moved, causing it to get pretty unstable if the arm was up high. Now manually overriding the intertia tensor with values that essentially treat the arm component as weightless (we already did this with the centre of mass).
3 Years Ago
Magnet crane braking/steering
3 Years Ago
Final height & splat polish on north side
3 Years Ago
Don't show server details on loading screen when streamer mode is enabled Fix server details not showing on loading screen when reconnecting to the same server
3 Years Ago
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3 Years Ago
Just about done splatting the north
3 Years Ago
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3 Years Ago
setup a save file for testing.
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
phrases + codegen
3 Years Ago
- Fixed controls working while magnet crane is still starting its engine - Completed magnet flag TODO
3 Years Ago
Compile fix
3 Years Ago
Merge from main
3 Years Ago
Merge from super_raycast
3 Years Ago
Improved accuracy when raycasting at steep angles by decreasing the orthographic size
3 Years Ago
Revert timeout and colour changes for testing
3 Years Ago
Simplified magnet crane steering code - use torque force only
3 Years Ago
Cleanup command buffers when quitting the game (probably not an issue in builds)
3 Years Ago
Minor magnet crane edits
3 Years Ago
Magnet crane brake power increase + minor code edit
3 Years Ago
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
3 Years Ago
Magnet crane rigidbody edits
3 Years Ago
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
3 Years Ago
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
3 Years Ago
3 Years Ago
Conditional Reflex UI fixes
3 Years Ago
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
3 Years Ago
Don't let ESPPlayerInfo entries get stuck in the queue
3 Years Ago
Merge from main
3 Years Ago
Another scene backup
3 Years Ago
updated player keycard override controller with same idle pose as other weapons
3 Years Ago
fixed feet glitch on player attack intros
3 Years Ago
Disable the Magnet Crane Animator when its Rigidbody sleeps. - Fixes the crane mostly not sleeping (wakes soon after it's put to sleep). - May fix the crane doing crazy movements when it does manage to sleep.
3 Years Ago
Fixed Always Sprint affecting sprint-key input on things other than player movement
3 Years Ago
Added physicmaterials to the magnet crane base colliders
3 Years Ago
Magnet crane now using Continuous instead of Continuous Speculative
3 Years Ago
Fixed magnet crane jitter following recent wheel changes
3 Years Ago
Hooked up height sampling better, interpolation between states and frames.
3 Years Ago
Fixed bug introduced in the merge from misc_optimisations2 that causes animals to float visually client-side.
3 Years Ago
North splat backup & related.
3 Years Ago
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3 Years Ago
Slightly darkened BuildingDark, BuildingVeryDark and Building settings to compensate for contrast changes
3 Years Ago
Lowered contrast in temperate biome post process Enabled high definition range on temperate and arid profiles
3 Years Ago
Allow left/right mouse button magnet crane arm movement while driving it
3 Years Ago
More magnet crane driving changes. Adjusted speed and much improved steering ability, based on tests in the junkyard
3 Years Ago
Some adjustments to magnet crane driving/physics behaviour/feel
3 Years Ago
Implement new mesh raycast system, remove old super raycast package Uses commandbuffers instead of a full camera render for improved performance with the same result