userBill Bcancel
branchrust_reboot/maincancel

1,542 Commits over 1,705 Days - 0.04cph!

1 Year Ago
Fixed most dismounting issues with chairs (since 77428).
1 Year Ago
▇▄▄▅▍▄ ▊▍█▄▊▍▊ ▉▊▆█▇▊▇▊ ▌▉▅▋█ ▍▄▆█ ▅▄█▉▍▊▋/█▇▍▋▌ ▊▄█ ▇▊▄ (▆▄▉▇▄█ ▍██ ▍▇ █▅▊▋▄-▍▉▉ ▅▊▍█▍▍▊ ▊▋▆▉▊▇▋▌▋)
1 Year Ago
Fixed one rowboat mount point not working
1 Year Ago
No detail alpha by default for CarKeypad material
1 Year Ago
Car keypads now look progressively more damaged, like the main vehicle does
1 Year 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)
1 Year Ago
Added a vehicle lift sound for updating the lock code
1 Year 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
1 Year Ago
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
1 Year Ago
Fixed modular car fuel tank not needing keycode entry
1 Year Ago
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
1 Year Ago
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
1 Year Ago
Oops, reverting a file I didn't mean to commit
1 Year 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.
1 Year Ago
Fixed caboose candles clipping
1 Year Ago
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
1 Year Ago
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
1 Year Ago
Added support for modular car keylocks to authcount console command
1 Year Ago
Removed visible code lock from 2module_passengers
1 Year Ago
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
1 Year Ago
Fixed NRE when interacting with armoured cockpit windows
1 Year Ago
Use existing HasADriverSeat method - don't need IsCockpit
1 Year Ago
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
1 Year Ago
Added LODGroup component to terrain_blend_cube
1 Year Ago
Added 'ent auth' support to modular cars with code locks
1 Year Ago
Car lift no longer sends lock code to clients
1 Year 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.
1 Year Ago
Added a phrase explaining the lock code being hidden in streamer mode.
1 Year Ago
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
1 Year 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.
1 Year Ago
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
1 Year Ago
Merge MoreCabooseFixes -> Main
1 Year Ago
Fixed badly positioned payout UI on the caboose slot machine
1 Year Ago
Fixed slot machine NRE if player dismounts during a spin
1 Year Ago
Fixed Caboose not shutting off the lights anymore when there's no-one nearby
1 Year Ago
Remove unneeded card UI animation component
1 Year Ago
Merge MoreCabooseFixes -> Main
1 Year Ago
Added LODGroups to primitive cubes (for modders) that didn't have them. The only one I've left without an LODGroup is terrain_blend_cube, as that seems likely to be used in a way that's large-scale and needed at a distance.
1 Year Ago
Merge MoreCabooseFixes -> Main
1 Year Ago
Fixed modular car lockable status change not immediately updating the modular conditionals
1 Year Ago
Fix 'Cannot set the parent of the GameObject' error if client disconnects while near a modular car with glass damage decals on its windscreen
1 Year Ago
Fixed vehicle module damage conditionals updating via the base vehicle's Load method instead of the module's one. Was causing parts not not fall off anymore etc.
1 Year Ago
S2P Trainyard
1 Year Ago
Fixed TrainYard scene having a random caboose added
1 Year Ago
Fix NRE is caboose is destroyed during the end-of-round info UI
1 Year Ago
Fix server calling OnAnyFlagsChanged as well in listen server mode, causing errors in editor
1 Year Ago
- Fixed armoured vehicle module windows not opening/closing on the client side when the vehicle is idle. - Fixed vehicle central locking switch not updating visually wen the vehicle is idle.
1 Year Ago
Update EntityMenu with the new cards_play token from 76333 - needed a CodeGen
1 Year Ago
Be nice and use the dealer rule that gives the house a little less edge. Stand on a soft 17 instead of hitting.
1 Year Ago
Fixed a remaining bug in how the dealer handles soft 17