userFlaviencancel
branchrust_reboot/main/high_walls_skinscancel

16 Commits over 243 Days - 0.00cph!

12 Months Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
1 Year Ago
▌█▍▇▄ ▆▅▍▅▉ ▋▇▊▆▇▋▋▅ ▊▉▆▆▉▄▋▇▆▌ ▋▍▌▍ ▊▋▄▍▄▊█▇██▄▊ ▄▍█▊ ▋ █▋▇▌▊▄▊ ▌▌▉▊ ▄▇▅ ▅▊▋ ▊▌▆▇▋ ▄▊▆▅ ▋▆▍▍ ▋▍▊▄▇▅█
1 Year Ago
Fixed gate reskinning not using the same checks as high walls Created Gate class, inheriting from Door - only used by gates
1 Year Ago
merge from main
1 Year Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
1 Year Ago
Whitelisted furnaces, building blocks and barricades NRE fix
1 Year Ago
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process Show a toast indicating which entity is blocking the action
1 Year Ago
merge from main
1 Year Ago
Tweaked adobe gate door controller sockets again
1 Year Ago
Restored adobe gate animation events - fixes missing opening and closing sounds
1 Year Ago
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
1 Year Ago
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
1 Year Ago
Tweaked adobe gate door controller socket pos
1 Year Ago
Tweaked frontier gate code lock and door controller socket pos
1 Year Ago
merge from main
1 Year Ago
Added SimpleBuildingBlockModelVariant to allow frontier high wall to randomise its model when deployed Model variants are synced between all clients and set using flags