userFlaviencancel
branchrust_reboot/main/high_walls_skinscancel

16 Commits over 243 Days - 0.00cph!

12 Days Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
17 Days Ago
▌█▍▇ ▄▆▅▍▅ ▉▋▇▊▆▇▋▋ ▅▊▉▆▆▉▄▋▇▆ ▌▋▍▌ ▍▊▋▄▍▄▊█▇██▄ ▊▄▍█ ▊ ▋█▋▇▌▊▄ ▊▌▌▉ (▊▄ ▇▅▅ ▊▋▊'▌ ▆▇▋▄ ▊▆▅▋ ▆▍▍▋▍▊)
19 Days Ago
Fixed gate reskinning not using the same checks as high walls Created Gate class, inheriting from Door - only used by gates
19 Days Ago
merge from main
22 Days Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
22 Days Ago
Whitelisted furnaces, building blocks and barricades NRE fix
22 Days 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
22 Days Ago
merge from main
31 Days Ago
Tweaked adobe gate door controller sockets again
31 Days Ago
Restored adobe gate animation events - fixes missing opening and closing sounds
31 Days Ago
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
31 Days Ago
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
31 Days Ago
Tweaked adobe gate door controller socket pos
31 Days Ago
Tweaked frontier gate code lock and door controller socket pos
31 Days Ago
merge from main
8 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