R.E.P.O.
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Latest version
1.0.5
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45.5K
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57KB
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Changelog

1.0.5

  • Stand-down guards. If CartMassOverride arrives with anything but vanilla's flat 4 / 8 (a game-side fix, or another mod's prefix), the value passes through untouched and the log says so once. The in-cart pull now skips any tick where vanilla already moved the item, so the two lerps can't stack even if semiwork lowers their 1 m/s threshold.
  • Dropped a redundant GetComponent<PhysGrabCart> per in-cart item per physics tick; currentCart already is one.
  • Cart math lives in Services/CartPhysics.cs with an xunit project (CartFix.Tests) covering it. Debug-only HUD and spawner moved to Dev/DevTools.cs; nothing in the shipped DLL changed there.
  • Plugin version comes from the csproj now and the build writes BuildZip/CartFix.zip with manifest.json synced.
  • README: documents the Load mass factor config (it said "No config" since 1.0.4), install notes, contact links.

1.0.4

  • The load mass factor is a config slider now (0 to 5, default 2, 0 is vanilla). The hardcoded constant worked, but a game rebalance would have needed a rebuild to retune around.

1.0.3

  • Updated: Rebuilt for R.E.P.O. v0.4. The patched methods (PhysGrabCart.CartMassOverride, PhysGrabObjectImpactDetector.FixedUpdate) and every cart field the mod reads are unchanged in v0.4, so a recompile is sufficient and behavior is identical to 1.0.2 on the new game build.

1.0.2

  • Mass scaling is now load-aware. CartMassOverride adds twice the summed mass of items currently in the cart's tray, so an empty cart stays at vanilla 4 and a loaded cart scales proportionally with its payload. Replaces the old flat 6x multiplier, which over-weighted empty carts and under-scaled very heavy loads.
  • Dropped the persistent rb.mass change at PhysGrabCart.Start. That was leaking the mass bonus into weak-grab lifts, door collisions while coasting, and every other cart interaction where no one was actively pushing. Scope is now strictly "during an active push."
  • In-cart adhesion now only kicks in below vanilla's 1 m/s threshold (vanilla handles everything above), and skips items moving fast relative to the cart. Fixes thrown valuables snapping in mid-air over the cart and dropping straight down without their throw momentum.

1.0.1

  • Docs: added before/after comparison GIFs to README (control, back-and-forth, grab-and-spin, basic maneuver). No functional changes.

1.0.0

  • HeavyMass: scales cart Rigidbody mass and CartMassOverride calls. Loaded turn rate returns to roughly empty-cart feel.
  • LerpBoost: items sync to cart velocity every physics tick, including angular contribution. No more drift into cart walls on turns.
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