userFlaviencancel
branchrust_reboot/main/high_walls_skinscancel

16 Commits over 243 Days - 0.00cph!

5 Months Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
5 Months Ago
▌█▍▇ ▄▆▅▍▅ ▉▋▇▊▆▇▋▋ ▅▊▉▆▆▉▄▋▇▆ ▌▋▍▌ ▍▊▋▄▍▄▊█▇██▄ ▊▄▍█ ▊ ▋█▋▇▌▊▄ ▊▌▌▉ (▊▄ ▇▅▅ ▊▋▊'▌ ▆▇▋▄ ▊▆▅▋ ▆▍▍▋▍▊)
5 Months Ago
Fixed gate reskinning not using the same checks as high walls Created Gate class, inheriting from Door - only used by gates
5 Months Ago
merge from main
5 Months Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
5 Months Ago
Whitelisted furnaces, building blocks and barricades NRE fix
5 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
5 Months Ago
merge from main
6 Months Ago
Tweaked adobe gate door controller sockets again
6 Months Ago
Restored adobe gate animation events - fixes missing opening and closing sounds
6 Months Ago
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
6 Months Ago
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
6 Months Ago
Tweaked adobe gate door controller socket pos
6 Months Ago
Tweaked frontier gate code lock and door controller socket pos
6 Months 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