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121,124 Commits over 4,018 Days - 1.26cph!

3 Years Ago
Fixed LocomotiveExtraVisuals NRE
3 Years Ago
Different debugging to narrow the decay bug down
3 Years Ago
3 Years Ago
Subtract 72859 - testing complete
3 Years Ago
Merge from nexus
3 Years Ago
Don't put the ferry in line for the dock until it's close enough
3 Years Ago
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
3 Years Ago
Minor edit to locomotive to see if the build server is confused re the visuals NRE
3 Years Ago
Fixed fuel storage prefab ID, manifest rebuild
3 Years Ago
Require more water on the area in front of the ferry dock
3 Years Ago
Query server info from a background thread to try and make it more reliable during loading stalls Retry the server info query a few times in case it still doesn't get a response the first time
3 Years Ago
Fixed stray barrel spawnpoints in Trainyard
3 Years Ago
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
3 Years Ago
fixed missing material reference on coaling tower LOD3 prefab
3 Years Ago
Removed ping field from combatlog entry
3 Years Ago
3 Years Ago
Merge from nexus
3 Years Ago
Fix NRE when downloading texture
3 Years Ago
Reduce the number of sphere casts ferries usually need to do Remove a list sort in ferry pathing
3 Years Ago
Harbors exterior lighting pass Added light switches to control the lights
3 Years Ago
Spawnable static ents (incl. chairs and desks)
3 Years Ago
molotov liquid shader back for Bill to test
3 Years Ago
Mounting & sound fixes
3 Years Ago
renamed flashbang to correct view and world naming system, recaled 2.5x, tweaked glass material, added powder inside on view, lods 0 and 1, tweaked normals
3 Years Ago
3 Years Ago
Ferry pooling fixes
3 Years Ago
Proper spawn management
3 Years Ago
Allow head look when mounted on invisible static chair & secretlab chair
3 Years Ago
Both toilet prefabs now use updated chair settings.
3 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.
3 Years Ago
Minor headlights setup edit
3 Years Ago
Set up the more advanced separate forward/backward headlights
3 Years Ago
reduced texture sizes on poweder
3 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
3 Years Ago
import settings change for lever
3 Years Ago
Train Control Lever Setup
3 Years Ago
Semi-fixed the locomotive headlight spotlight behaviour
3 Years Ago
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
3 Years Ago
Removed some old trail connection points from trainyard that no longer make any sense
3 Years Ago
Added a note to the comment re not using ClientInit() for the particle setup.
3 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.
3 Years Ago
Fixed client compile
3 Years Ago
Changed interaction sounds for wagon storage + crates and coaling tower storage.
3 Years Ago
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
3 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
3 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
3 Years Ago
Prevent SocketMod_Area from colliding with itself (fixes windmill floating on top of wall)
3 Years Ago
Unsaved sound tweaks
3 Years Ago
Coaling tower sounds
3 Years Ago
Removed engine front left/front right ladder objects