branchrust_reboot/main/travelling_vendorcancel

299 Commits over 91 Days - 0.14cph!

2 Years Ago
Forgot the marker!
2 Years Ago
Null error
2 Years Ago
Round prices up to the nearest 5 to make them look nicer
2 Years Ago
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
2 Years Ago
Testmap
2 Years Ago
Final'ish tweaks
2 Years Ago
Mat fixaroo
2 Years Ago
Turret laser FX. Neon texture adjustments. Added neon emission to lighting prefab.
2 Years Ago
Fixed client compile error
2 Years Ago
Fixed vendor front spacing and placement
2 Years Ago
Fixed dodgy serverside references causing duplicate vendor fronts and turrets Vendor fronts should now be spawned in the correct position Setup work for new icon Prefab changes
2 Years Ago
2-stage exhaust prefab. Idle+Driving.
2 Years Ago
Lighting prefab update.
2 Years Ago
Stubbed on destroy code
2 Years Ago
Fixed broken protobuf file
2 Years Ago
Merge main
2 Years Ago
Codegen. Ready to go
2 Years Ago
Added quick death to get on AUX.
2 Years Ago
Fixed roads being picked up as a spawn check Added some convars to customise behaviour
2 Years Ago
Vendor spawn event will now check a bunch of spawn positions before selecting appropriate one. This prevents vendor from spawning on top of anything.
2 Years Ago
Fixed broken top turrets
2 Years Ago
Prefab fixes
2 Years Ago
Lighting prefab & related mats & textures
2 Years Ago
Added more sell orders Broken new turret setup with vendor Setup turrent variant
2 Years Ago
Fixed incorrect index (again)
2 Years Ago
Fixed incorrect destination on event start
2 Years Ago
Sorted null hit colliders in obstacle check
2 Years Ago
Clear now-missing component in RealmedRemove, and remove unused LODGroup
2 Years Ago
Event setup Added missed world mask to obstacles Codegen
2 Years Ago
Set up the vehicle world + detailed collider sets
2 Years Ago
Moved the front force trigger to a separate GameObject
2 Years Ago
Manifest update
2 Years Ago
Fix travelling vendor code compilation when in client or server only modes
2 Years Ago
Merge main -> travelling_vendor (client compile fixes)
2 Years Ago
Merge main
2 Years Ago
Fixed random letter in file
2 Years Ago
Fixed vendor alignment Made alignment work with steering instead
2 Years Ago
Merge main -> travelling_vendor
2 Years Ago
Pull over does appropriate checks either side Ensure waiting on pullover is consistent Additional safety checks whilst aligning Entity info on death by vendor
2 Years Ago
Vendor clientside stuff: - basic steering - basic wheel rotation
2 Years Ago
Merge main
2 Years Ago
set correct texture scale in engine
2 Years Ago
reduced texture sizes
2 Years Ago
Fixed a bunch of weird bugs with pulling over Lights flag now sets at night Dynamic destination distance checks
2 Years Ago
Aligning state now applies force and does appopriate angle checks
2 Years Ago
Pull over methods use the brakes like everything else Is server check on client scripts Refactor vendor prefab into categories
2 Years Ago
Fixed vendor spawn orientation More consistent pulling over positions Increased vendor mass and drag
2 Years Ago
Prevented vendor from tipping over in some scenarios
2 Years Ago
Added rigged model (separate model for now)
2 Years Ago
shadowed window mesh for interior of barred window, positioned turrets correctly