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136,222 Commits over 4,474 Days - 1.27cph!

2 Years Ago
Merge Bikes -> main
2 Years Ago
Revert subtractions of bike merges from yesterday
2 Years Ago
Minor damage threshold tweaks
2 Years Ago
Damage edit
2 Years Ago
Driving fixes etc
2 Years Ago
Light additions.
2 Years Ago
Collision damage tuning, stop dying to every little thing
2 Years Ago
Bike power edit + steering edit
2 Years Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
2 Years Ago
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2 Years Ago
positioned rightiside screen and keypad correctly
2 Years Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
2 Years Ago
lods, emissive on atlassed lods 3 and 4, trying to get lights working
2 Years Ago
Merged Travelling Vendor -> Main
2 Years Ago
Brought back 4 wheel braking Minor code cleanup Tree kill fixed
2 Years Ago
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
2 Years Ago
Remove PedalTrike kickstand
2 Years Ago
Exhaust FX change. Show some exhaust FX all the time
2 Years Ago
- Removed overengineered steering system. Pure pursuit seems to be the GOAT - Look ahead multiple points rather than just 1 - Removed excess logs
2 Years Ago
added license plate props. more fixes to storage warehouse.
2 Years Ago
merge from runtime_profiling_entity_csv -> main
2 Years Ago
Fixed brake lights again
2 Years Ago
Enable waiting again - oops!
2 Years Ago
Clear material properties block before setting colour
2 Years Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
2 Years Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
2 Years Ago
vm frontier hatchet - added bones for beads & tassel
2 Years Ago
additional profiling, a few quick wins on performance
2 Years Ago
Added "Secondary Detail Layer" to standard terrain blend shader
2 Years Ago
player update. 3p kayak anims updated
2 Years Ago
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
Vending front changes
2 Years Ago
Fixed wheel colliders having a slight gap with the ground
2 Years Ago
initial skinned oni cloth setup for ghostsheet
2 Years Ago
small perf modifications to oni cloth and initial setup for global solver updater
2 Years Ago
Merge from qol_building_preview_lerp_snapping -> main
2 Years Ago
Added "Mask" blend type to terrain blend layer
2 Years Ago
Removed unused TerrainLayer.cginc
2 Years Ago
Fixed compile error when using terrain parallax variants
2 Years Ago
Merge from main
2 Years Ago
Merged Travelling Vendor -> Main
2 Years Ago
Attempt to fix staging
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
Travelling Vendor~ - Swapped steering over to PID controller - Fixed wobbly wheels - Added proper lerping to clientside wheel visuals - Removed steering deadzone logic - Changed wheel grip values so it can climb hills
2 Years Ago
Cleanup and missing files
2 Years Ago
added route to radhouselarge roof
2 Years Ago
collision and lods for radhouselarge. added radiator prop. added broken glass decal. added new roof.
2 Years Ago
storage_building_large LODs, Colliders pass, prefab setup
2 Years Ago
Adjust bike physics and steering, improve jitter and bounce. Not perfect but better. Fixed eye pos not taking up/down look into account.