userJarryd Campicancel
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12,752 Commits over 2,315 Days - 0.23cph!

19 Days Ago
Merge from main
19 Days Ago
Merge from elevator_power_qol
19 Days Ago
Merge from main
19 Days Ago
Merge from main
19 Days Ago
Increase the speed of player elevators (3m/s -> 5m/s) Reduce the delay at the end of the lift movement for player elevators (1s -> 0.2s)
19 Days Ago
Remove old elevator IO entity
19 Days Ago
Fix power status not updating properly when an elevator is killed
19 Days Ago
Merge from hackweek_boxsorting
19 Days Ago
Styling updates
19 Days Ago
Update sort button to restore previous padding settings
19 Days Ago
Codegen
19 Days Ago
Merge from main
19 Days Ago
Added server.monumentPuzzleResetRadiation, will disable the new radiation behaviour and fall back to the old behaviour Removed some leftover logs
19 Days Ago
Fix 'puzzlereset' command not turning off radiation
20 Days Ago
Fixed radiation zones not disabling after players leave area
20 Days Ago
Merge from puzzle_reset_changes
20 Days Ago
Subtract 135644
20 Days Ago
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered Still WIP, have one edge case issue to fix
20 Days Ago
Merge from eye_wearable_fix_2
20 Days Ago
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly) Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
20 Days Ago
Allow all the frankenstein parts to be added to conveyor filters
20 Days Ago
Allow frankenstein mask in conveyor filters
20 Days Ago
Merge from junkpile_jump_improvements_2
20 Days Ago
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
20 Days Ago
Merge from main
20 Days Ago
Subtract 135187 (revert water jump out height to 13)
20 Days Ago
Align the sort settings to the top of the loot panel for large containers, the bottom for small
20 Days Ago
Cleanup, fix errors
20 Days Ago
Merge from box_sorting_ui
21 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through
21 Days Ago
Merge from hackweek_boxsorting
21 Days Ago
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
21 Days Ago
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
21 Days Ago
Merge from puzzle_reset_changes
21 Days Ago
Build fix
21 Days Ago
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
21 Days Ago
Codegen
21 Days Ago
Merge from main
21 Days Ago
S2P water treatment plant
21 Days Ago
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system Prevents random monuments becoming irradiated if no player has entered them Once a player enters a reset range at all the timer will start, cannot be stopped from that point
21 Days Ago
Added a new TwoTierRadiation volume, comes in Sphere and Box variants Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
21 Days Ago
Adjusted the recttransform so the sort settings prefab can be edited in place
21 Days Ago
Merge from hackweek_boxsorting
21 Days Ago
Merge from hackweek_boxsorting
21 Days Ago
Properly fixed pooling on sorting settings
22 Days Ago
Merge from parent
22 Days Ago
Merge from main
22 Days Ago
Cleanup
22 Days Ago
Reset the rads value
22 Days Ago
Save radiationReset value on PuzzleReset Compile fixes