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10,834 Commits over 3,867 Days - 0.12cph!

9 Years Ago
Minor foundation step terrain socket fix
9 Years Ago
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
9 Years Ago
Removed rigidbodies from socket_handle and construct_vision (test)
9 Years Ago
TerrainCollisionTrigger ignores other triggers
9 Years Ago
CraggyIsland layer updates
9 Years Ago
Don't check for construction in DeployVolume
9 Years Ago
Added spawn.fill_populations and spawn.fill_groups admin commands
9 Years Ago
Radtown crates no longer spawn partially inside building floors Tweaked initial delay in LocalClock
9 Years Ago
Tweaked wall deploy volume thickness
9 Years Ago
Fixed some deployables that should be placeable on foundations being unplaceable
9 Years Ago
Removed lamppost light source because it looks weird and flickery Removed tiny floating mesh from radtown_small_5
9 Years Ago
Fixed SpawnGroup variance always being 0 (i.e. no variance)
9 Years Ago
Fixed floaty airfield boxes and missing crates
9 Years Ago
Override player aim with where their gun is pointed at (sadly disables headlook networking for now) Fixed that the holdtype in PlayerModel never switched to the gun holdtype because it was checking a deprecated string field
9 Years Ago
Decoupled head and body directions in PlayerEyes
9 Years Ago
Added CheckCapsule to GamePhysics (unused for now)
9 Years Ago
Initialize PlayerEyes rotations with Quaternion.identity (for serverside)
9 Years Ago
Added third TrackIR rotation axis
9 Years Ago
Fixed beachside trees being allowed to spawn on cliffs
9 Years Ago
Tweaked god ray color around dawn and dusk
9 Years Ago
Fixed TweakUIMultiSelect initial state
9 Years Ago
Removed debug DDraws
9 Years Ago
Fixed construction and deployable placement check regressions caused by the layer refactor
9 Years Ago
Fixed floaty airfield hangars and warehouse
9 Years Ago
Merge from radtown-spawn-refactor
9 Years Ago
Moved Spawnable to the same folder as SpawnPopulation
9 Years Ago
Merge from main
9 Years Ago
Added LocalClock (same as SynchronizedClock, but without the synchronized bit) Spawn group now uses LocalClock Fixed some radtown barrels spawning underground
9 Years Ago
Refactored radtown loot spawn
9 Years Ago
Fixed player aim in inventory
9 Years Ago
Added timing for overall duration of the procedural generation
9 Years Ago
F2 menu automatically refreshes TrackIR
9 Years Ago
Added onLadder and lookDir comparison to ModelState.Equal Network++
9 Years Ago
Added ModelState lookDir handling
9 Years Ago
Added lookDir to ModelState message
9 Years Ago
Fixed a couple of NREs
9 Years Ago
Made player movement climbing state slightly less forgiving
9 Years Ago
Unity 5.1.2f1
9 Years Ago
Reduced rain probability overall Allowed rain in the arid biome, albeit less intense than in the other biomes Network++
9 Years Ago
Added trackir.refresh and trackir.recenter console commands
9 Years Ago
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking) Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
9 Years Ago
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
9 Years Ago
Fixed a bunch of warnings
9 Years Ago
Added debug view support to deploy volume checks (numpad /)
9 Years Ago
Added shadow light count slider to F2 menu
9 Years Ago
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
9 Years Ago
Added building prevent_building colliders to barricades
9 Years Ago
TrackIR bindings now only log errors
9 Years Ago
Fixed some PlayerInput code being executed for every player (instead of just the local player)
9 Years Ago
Added head tracking to PlayerInput