userBill Bcancel
reporust_rebootcancel

8,735 Commits over 1,705 Days - 0.21cph!

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
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.
1 Year Ago
Lock destroyable effect for modular car keycode locks (not hooked up yet)
1 Year Ago
Moved MLRS UI out a little - hopefully fix z fighting
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
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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