userFlaviencancel
branchrust_reboot/main/high_walls_skinscancel

16 Commits over 243 Days - 0.00cph!

3 Months Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
3 Months Ago
▌█▍▇ ▄▆▅▍▅ ▉▋▇▊▆▇▋▋ ▅▊▉▆▆▉▄▋▇▆ ▌▋▍▌ ▍▊▋▄▍▄▊█▇██▄ ▊▄▍█ ▊ ▋█▋▇▌▊▄ ▊▌▌▉ (▊▄ ▇▅▅ ▊▋▊'▌ ▆▇▋▄ ▊▆▅▋ ▆▍▍▋▍▊)
3 Months Ago
Fixed gate reskinning not using the same checks as high walls Created Gate class, inheriting from Door - only used by gates
3 Months Ago
merge from main
3 Months Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
3 Months Ago
Whitelisted furnaces, building blocks and barricades NRE fix
3 Months 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
3 Months Ago
merge from main
3 Months Ago
Tweaked adobe gate door controller sockets again
3 Months Ago
Restored adobe gate animation events - fixes missing opening and closing sounds
3 Months Ago
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
3 Months Ago
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
3 Months Ago
Tweaked adobe gate door controller socket pos
3 Months Ago
Tweaked frontier gate code lock and door controller socket pos
3 Months Ago
merge from main
10 Months 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