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134,384 Commits over 4,444 Days - 1.26cph!

6 Years Ago
Fixed pookie bear ground watch Pookie bear can now be placed on deployables
6 Years Ago
Workcart Mesh update separated out the glass for damage pass updated prefab
6 Years Ago
Added an allowed binds to NeedsKeyboard component to selectively allow a specific bind to still be polled Push to talk setting should now be respected when using a telephone
6 Years Ago
Initial setup for train better collision handling
6 Years Ago
Refactored train collisions trigger, working on improving train collision physics forces
6 Years Ago
Merge from main
6 Years Ago
Enabled Xmas events xmassrefill xmass tree default + craft Switched airdrop event prefab
6 Years Ago
merge from main
6 Years Ago
Speed calculation fix + throttle adjust
6 Years Ago
Fix near desired speed calculation
6 Years Ago
Comment notes and a minor change to train audio
6 Years Ago
Merge Main -> WorkCart
6 Years Ago
Replaced wood pickup model
6 Years Ago
updated sitem for movember
6 Years Ago
Snow Machine requires building privilege to access fuel container
6 Years Ago
Passive sled trail VFX on movement
6 Years Ago
Impact prefab & related. PFX scene cleanup.
6 Years Ago
Making sure that renderers are not enabled until the entire group is fully loaded in. Some benchmarking stuff...
6 Years Ago
Impact gibbing & iterations
6 Years Ago
merge from main
6 Years Ago
Adjust engine pitch
6 Years Ago
Refactor some track selection code into BaseTrain
6 Years Ago
Compile fix for track selection
6 Years Ago
Update to the audio manager, do some tricks with the throttle
6 Years Ago
Initial work on WorkCart audio manager
6 Years Ago
AI design hot reloading for all instances of current entity type when saving designs.
6 Years Ago
When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
6 Years Ago
Store camera animations in Assets/CamRecordings
6 Years Ago
scene2prefab fishing_village a b c
6 Years Ago
Fixed boat condition amounts
6 Years Ago
Add grounded check for fake drag
6 Years Ago
- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders - Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
6 Years Ago
skin pre approval
6 Years Ago
Bug fixes and building tests
6 Years Ago
disable chainsaw debug text
6 Years Ago
designer delete event
6 Years Ago
State delete designer functionality
6 Years Ago
chase wip
6 Years Ago
Road tunnel blockout meshes and prefabs
6 Years Ago
wip states, cover & design
6 Years Ago
merge from main
6 Years Ago
more nav/cover
6 Years Ago
Refactor the basic train movement and collision code into BaseTrain
6 Years Ago
Move train collision code to BaseTrain
6 Years Ago
Merge Main -> WorkCart
6 Years Ago
- Get WorkCart rigidbody to sleep and wake appropriately - TriggerBase now passes the actual collider that was hit in OnObjectAdded as well as the object it's on, allowing WorkCart collision effects to handle GameObjects that have multiple colliders
6 Years Ago
phrases
6 Years Ago
updated supply drop gun loot table
6 Years Ago
Parent trigger size adjustment
6 Years Ago
More efficient speed calculation for modular vehicles