userBill Bcancel
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8,670 Commits over 1,674 Days - 0.22cph!

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
Fixed fuel tank interaction not working with keycodes
1 Year Ago
Vehicle keypad entry now supports all interaction types (storage etc), not just mounting
1 Year Ago
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
1 Year Ago
Set lock destroy health to 20%
1 Year 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.
1 Year Ago
ModularCarLock revert Save changes
1 Year 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.
1 Year Ago
Fixed server compile issue. Fixed changing lock code at the lift not updating the UI.
1 Year Ago
Fixed z fighting on module code locks. Fixed visuals not updating immediately after lock removal.
1 Year Ago
Code lock entry fail effect now plays on all code locks attached to the vehicle
1 Year Ago
Code entry UI and functionality on the vehicle itself. More bug fixes.
1 Year Ago
Fixed car lock conditional refresh not always triggering
1 Year 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.
1 Year Ago
Fixed some UI issues
1 Year Ago
Getting the keypad entry dialog working as a sub-dialog of the vehicle lift UI panel
1 Year Ago
Code-entry dialog works at the vehicle lift. Other bug fixes. Opening a UI dialog from another doesn't work too well, so I'll likely try integrating the keycode dialog into the vehicle lift one.
1 Year Ago
Setting up ability to set and change code from a vehicle lift
1 Year Ago
Option to destroy a lock on a modular car now becomes available at 25% module health (was 15%). Still WIP, ported all basic code lock functionality to modular car locks.
1 Year Ago
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
1 Year Ago
WIP replacing modular car key locks with code locks
1 Year Ago
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1 Year Ago
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1 Year Ago
Fixed override for MotorRowboat MountMenuVisible
1 Year Ago
Oops, another fix to the mount check
1 Year Ago
Fixed virtual -> override
1 Year Ago
Don't allow initially mounting a boat if it's flipped
1 Year Ago
Rowboat now dismounts the player if it's inverted, even if not clipping into anything.
1 Year Ago
Also fixed betting wheels being able to get the same terminal twice
1 Year Ago
Betting wheel terminals now make sure they're only assigned to a maximum of one wheel - whichever wheel is closest to them
1 Year Ago
Fixed player name label not showing when obscured by snowman headwear, pumpkin headwear, nomad suit backpack, arctic suit backpack etc
1 Year Ago
Merge MoreCabooseFixes -> Main
1 Year Ago
Slightly simplified code
1 Year Ago
Fixed server compile
1 Year Ago
Failure to input a move before turn timeout in Blackjack no longer boots the player from the game by default. Instead, it tries to input a SubmitBet or Stand if possible, letting them still complete the round. If the player continues to give no inputs for four minutes, they'll then still be booted from the game. Four minutes is now the no-inputs timeout in poker as well.
1 Year Ago
Merge Main -> MoreCabooseFixes
1 Year Ago
Merge Main -> StaticCaboose
1 Year Ago
Fixed badly positioned payout UI on the caboose slot machine