userBill Bcancel

10,891 Commits over 2,313 Days - 0.20cph!

Yesterday
Fixed horses often dismounting the player on top of the horse. Horse dismounting will now prioritise the left and right side dismount points. Also lowered the default ground-based dismount points to near the ground, with backup dismount points that are higher up.
4 Days Ago
▇▄▄▅▍▄ ▊▍█▄▊▍▊ ▉▊▆█▇▊▇▊ ▌▉▅▋█ ▍▄▆█ ▅▄█▉▍▊▋/█▇▍▋▌ ▊▄█ ▇▊▄ (▆▄▉▇▄█ ▍██ ▍▇ █▅▊▋▄-▍▉▉ ▅▊▍█▍▍▊ ▊▋▆▉▊▇▋▌▋)
4 Days Ago
Fixed one rowboat mount point not working
4 Days Ago
Restored Petur's caboose minilights. Issues with CullingVolume cured.
4 Days Ago
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
4 Days Ago
Don't bother checking keycode FX if the whole object is disabled
4 Days Ago
Merge Main -> QOL Dec 22
4 Days Ago
No detail alpha by default for CarKeypad material
4 Days Ago
Car keypads now look progressively more damaged, like the main vehicle does
4 Days Ago
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
4 Days Ago
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
5 Days Ago
Lock destroyable effect for modular car keycode locks (not hooked up yet)
5 Days Ago
Moved MLRS UI out a little - hopefully fix z fighting
5 Days Ago
Added a vehicle lift sound for updating the lock code
5 Days Ago
- Increased caboose lighting check from every 10 seconds to every 5 - Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
6 Days Ago
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
6 Days Ago
Fixed modular car fuel tank not needing keycode entry
6 Days Ago
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
6 Days Ago
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
6 Days Ago
Oops, reverting a file I didn't mean to commit
6 Days Ago
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
6 Days Ago
Fixed caboose candles clipping
6 Days Ago
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
7 Days Ago
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
7 Days Ago
Added support for modular car keylocks to authcount console command
7 Days Ago
Removed visible code lock from 2module_passengers
7 Days Ago
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
7 Days Ago
Fixed NRE when interacting with armoured cockpit windows
7 Days Ago
Use existing HasADriverSeat method - don't need IsCockpit
7 Days Ago
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
7 Days Ago
Added LODGroup component to terrain_blend_cube
8 Days Ago
Added 'ent auth' support to modular cars with code locks
8 Days Ago
Car lift no longer sends lock code to clients
8 Days Ago
Don't show the vehicle lock keycode on the lift at all (prevent others seeing the code because you're probably using the same code for your base, aren't you?). You can always destroy the lock if you forget your code.
8 Days Ago
Added a phrase explaining the lock code being hidden in streamer mode.
10 Days Ago
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
10 Days Ago
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks. - At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock. - Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones). - Once you've entered the code once, you're whitelisted and don't have to enter it again. - No guest codes, but I'm open to adding them if there's significant demand.
10 Days Ago
Fixed fuel tank interaction not working with keycodes
10 Days Ago
Vehicle keypad entry now supports all interaction types (storage etc), not just mounting
10 Days Ago
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
10 Days Ago
Set lock destroy health to 20%
10 Days Ago
Fixed cryptic networking errors when spawning a car. It seems that you can't create new class instances inside a Load method. CarLock was being created there in some situations. Fixed car locks getting errors if the save file had a null lock code.
10 Days Ago
ModularCarLock revert Save changes
10 Days Ago
Fixed the vehicle code lock light state not always being visually correct on loading from save. Modular car now has its own code lock protobuf content. Manifest rebuild.
10 Days Ago
Fixed server compile issue. Fixed changing lock code at the lift not updating the UI.
10 Days Ago
Fixed z fighting on module code locks. Fixed visuals not updating immediately after lock removal.
10 Days Ago
Code lock entry fail effect now plays on all code locks attached to the vehicle
10 Days Ago
Code entry UI and functionality on the vehicle itself. More bug fixes.
11 Days Ago
Fixed car lock conditional refresh not always triggering
11 Days Ago
Fixed client-stuff that the server was referencing - send a 'using keycode' flag over to the server. Also moved isOpen in UIDialog to client-side only.