branchrust_reboot/maincancel

34,687 Commits over 4,444 Days - 0.33cph!

4 Years Ago
Fixed most dismounting issues with chairs (since 77428).
4 Years Ago
touching xmasdungeon.population
4 Years Ago
re merge from cake stomp
4 Years Ago
merge from xmas_2022
4 Years Ago
reapplying 77572 Xmas merge
4 Years Ago
subtracting 77572 for now due to server and client startup errors
4 Years Ago
Merge from xmas_2022
4 Years Ago
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4 Years Ago
Added some extra dismount points to the zipline to try and prevent cases where the player is killed when the zipline clips the terrain Adjusted the behaviour when a zipline reaches the end of the line to properly place the player in a valid position, seems to fix the player dying during the dismount checks when landing on a powerline platform
4 Years Ago
Merge from xmas_2022 - Season's Beatings!
4 Years Ago
enabled shadow casting on LOD0,1 of codelock
4 Years Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves
4 Years Ago
Fixed one rowboat mount point not working
4 Years Ago
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4 Years Ago
No detail alpha by default for CarKeypad material
4 Years Ago
Car keypads now look progressively more damaged, like the main vehicle does
4 Years 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)
4 Years Ago
Add "Server_Event_Tips" convar to disable clientside notifications when server events happen
4 Years Ago
Call MissionManifest.Get towards the end of Bootstrap.StartServer to make sure it's cached before players can join the server
4 Years Ago
Cherrypicked Compound Lighting prefab and Caboose Dressing Static prefab with the candle move and stray bounce light fixes.
4 Years Ago
full manifest rebuild - build times
4 Years Ago
Merge from SteamNetworking_NotByDefault - RakNet will remain the default network protocol till further testing is carried out on SteamNetworking. SteamNetworking is likely to be default enabled in January patch instead.
4 Years Ago
Codegen and phases checks
4 Years Ago
Fix ability to split stacks / move items when a container is locked
4 Years Ago
Add "spawngrid <prefab> <width> <height> <spacing>" command
4 Years Ago
Added a vehicle lift sound for updating the lock code
4 Years 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
4 Years Ago
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
4 Years Ago
Increase netting trigger size so it works on stone wall frames as well
4 Years Ago
Added a popup tip to explain how to toggle the flashlight on/off
4 Years Ago
Cherrypicked Caboose window fix.
4 Years Ago
Added convars: steamsendratemin, steamsendratemax, steamnagletime
4 Years Ago
Fixed modular car fuel tank not needing keycode entry
4 Years Ago
Re-exported keypad models with correct vertex normals on all LODs Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
4 Years Ago
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
4 Years Ago
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
4 Years Ago
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
4 Years Ago
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
4 Years Ago
Switch F1 menu to pixel scaling when it goes below 1080p
4 Years Ago
Oops, reverting a file I didn't mean to commit
4 Years 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.
4 Years Ago
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
4 Years Ago
Fixed caboose candles clipping
4 Years Ago
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
4 Years Ago
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
4 Years Ago
Scene2Prefab on quarry monuments
4 Years Ago
Quarry & pumpjack now 2 minute / diesel Scene2Prefab
4 Years Ago
Added support for modular car keylocks to authcount console command
4 Years Ago
Removed visible code lock from 2module_passengers
4 Years Ago
merge from oilrig_note