userandrecancel

10,550 Commits over 4,324 Days - 0.10cph!

11 Years Ago
Added minor safety cooldown to prevent multijump exploits
11 Years Ago
Fixed decal shader on DX9
11 Years Ago
TrackIR bindings
11 Years Ago
Added head tracking to PlayerInput
11 Years Ago
Fixed some PlayerInput code being executed for every player (instead of just the local player)
11 Years Ago
TrackIR bindings now only log errors
11 Years Ago
Added building prevent_building colliders to barricades
11 Years Ago
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
11 Years Ago
Added shadow light count slider to F2 menu
11 Years Ago
Added debug view support to deploy volume checks (numpad /)
11 Years Ago
Fixed a bunch of warnings
11 Years Ago
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
11 Years Ago
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking) Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
11 Years Ago
Added trackir.refresh and trackir.recenter console commands
11 Years Ago
Reduced rain probability overall Allowed rain in the arid biome, albeit less intense than in the other biomes Network++
11 Years Ago
Unity 5.1.2f1
11 Years Ago
Made player movement climbing state slightly less forgiving
11 Years Ago
Fixed a couple of NREs
11 Years Ago
Added lookDir to ModelState message
11 Years Ago
Added ModelState lookDir handling
11 Years Ago
Added onLadder and lookDir comparison to ModelState.Equal Network++
11 Years Ago
F2 menu automatically refreshes TrackIR
11 Years Ago
Added timing for overall duration of the procedural generation
11 Years Ago
Fixed player aim in inventory
11 Years Ago
Refactored radtown loot spawn
11 Years Ago
Added LocalClock (same as SynchronizedClock, but without the synchronized bit) Spawn group now uses LocalClock Fixed some radtown barrels spawning underground
11 Years Ago
Merge from main
11 Years Ago
Moved Spawnable to the same folder as SpawnPopulation
11 Years Ago
Merge from radtown-spawn-refactor
11 Years Ago
Fixed floaty airfield hangars and warehouse
11 Years Ago
Fixed construction and deployable placement check regressions caused by the layer refactor
11 Years Ago
Removed debug DDraws
11 Years Ago
Fixed TweakUIMultiSelect initial state
11 Years Ago
Tweaked god ray color around dawn and dusk
11 Years Ago
Fixed beachside trees being allowed to spawn on cliffs
11 Years Ago
Added third TrackIR rotation axis
11 Years Ago
Initialize PlayerEyes rotations with Quaternion.identity (for serverside)
11 Years Ago
Added CheckCapsule to GamePhysics (unused for now)
11 Years Ago
Decoupled head and body directions in PlayerEyes
11 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
11 Years Ago
Fixed floaty airfield boxes and missing crates
11 Years Ago
Fixed SpawnGroup variance always being 0 (i.e. no variance)
11 Years Ago
Removed lamppost light source because it looks weird and flickery Removed tiny floating mesh from radtown_small_5
11 Years Ago
Fixed some deployables that should be placeable on foundations being unplaceable
11 Years Ago
Tweaked wall deploy volume thickness
11 Years Ago
Radtown crates no longer spawn partially inside building floors Tweaked initial delay in LocalClock
11 Years Ago
Added spawn.fill_populations and spawn.fill_groups admin commands
11 Years Ago
Don't check for construction in DeployVolume
11 Years Ago
CraggyIsland layer updates
11 Years Ago
TerrainCollisionTrigger ignores other triggers