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96,999 Commits over 3,653 Days - 1.11cph!

2 Years Ago
Added the ability to bake out / precompute the simulation
2 Years Ago
Reset engine/brake/mass to old values
2 Years Ago
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2 Years Ago
Add server tags to the loading screen (hidden if the server has no tags set)
2 Years Ago
Merge MagnetCraneUpdates -> MCUpdatePhysics
2 Years Ago
Merge from main
2 Years Ago
Merge from server_browser_tag_filter
2 Years Ago
Fix some server tag layout issues when using different languages
2 Years Ago
Merge Main -> MagnetCraneUpdates
2 Years Ago
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2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
Made the ocean spectrum sim loopable
2 Years Ago
merge from main
2 Years Ago
Did some glass hacks to make it look less broken Added a custom shadowproxy mesh for rocket factory exterior to get rid of light flickering through subpixel gaps Replaced decal material on the rocket used inside the rocket factory with a cutout material
2 Years Ago
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2 Years Ago
Fix for delayed boat waking
2 Years Ago
Updated launchsite scene with new lighting prefabs and deleted old ones Deleted a bunch of props hidden underground
2 Years Ago
Set Reflex latency ping back to f13
2 Years Ago
Rocket factory, offices and warehouse material tweaks to make everything more consistent with new lighting Fixed glowing decals in the rocket factory and warehouses Specular texture variants for glass materials
2 Years Ago
Updated rocket factory light prefabs
2 Years Ago
merge from main
2 Years Ago
Calculate a separate rotation speed per tread. Fixes magnet crane treads sometimes animating in the wrong direction when turning.
2 Years Ago
Renamed magnet crane treads (were "threads") and some collider gameobjects.
2 Years Ago
Added ability for magnet crane to both turn and drive forward/back at the same time (can still spin on the spot if turning without any throttle input)
2 Years Ago
Initial work on magnet crane wheel colliders and driving physics
2 Years Ago
Adjusted magnet crane colliders. Removing all VehicleWorld colliders on the client.
2 Years Ago
Merge from main
2 Years Ago
Tape prefabs backup
2 Years Ago
Pt2
2 Years Ago
Fixed magnet crane mounted driver not syncing up visually with the crane itself when rotating the cabin (yaw controls)
2 Years Ago
Fixed case where changing equipment while a gesture is playing could lead to a viewmodel not appearing or appearing without attachments
2 Years Ago
More bone improvements to try and reduce warping on the legs mesh, still not quite perfect
2 Years Ago
Don't show the arms mesh for 0.25s after mounting, gives time for mesh to get into the pose without obscuring the camera Enabled arms view on workcart driver seat
2 Years Ago
Fix head mesh appearing incorrectly when looking straight down
2 Years Ago
Shrink the neck bone to achieve the arms effect, less warping than shrinking the top of the spine
2 Years Ago
Set the new player reaction animation layer to 0 weight by default, and returning it to 0 after use.
2 Years Ago
Added environment volumes to office building, rocket factory and warehouse prefabs Changed their shadowproxies to the world layer to fix cubemap issues
2 Years Ago
New lighting setup for the rocket factory and office buildings Updated office light prefab
2 Years Ago
updates to player keycard anims & override controller
2 Years Ago
More coastline progress
2 Years Ago
active pet linking/unlinking changes to allow active pets to be switched without needing to be destroyed.
2 Years Ago
cliff collapses & NE splatting
2 Years Ago
tweak
2 Years Ago
Added basic tessellation support, more foam improvements
2 Years Ago
River & coast progress
2 Years Ago
Pet bar no longer assumes we're actively controlling a pet just because the pet exists.