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5,040 Commits over 792 Days - 0.27cph!

1 Year Ago
- Add empty feed entry if theres no data yet - Refresh colours
1 Year Ago
Fix in RustUI: Menu options now respect having no icon on them. Rather than defaulting to an information icon Force rebuild of the icon and text setup if the icon has no been swapped to no icon
1 Year Ago
Setup default text
1 Year Ago
- Got recent transactions displaying - Fixed index
1 Year Ago
main -> vendingmachine_transaction_history
1 Year Ago
radiation_cube_support -> main
1 Year Ago
Removed logs
1 Year Ago
- Code cleanup - Minor bugfixes - Reserialised sprinkler
1 Year Ago
Give box collider support to trigger radiation: - Ensured modding radiation cubes work - Applied Cube Prefabs
1 Year Ago
- Wrote a script to resolve duplicate bone names by appending digits - Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
1 Year Ago
- Fixed door NRE still happening sometimes - Changed my stupid OnChildAdded override
1 Year Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
1 Year Ago
Stop NRE on clearing feed
1 Year Ago
Get admin panel stats instance properly
1 Year Ago
Initial RPC send and receive framework for stats using protobuf
1 Year Ago
- Init/Disposal of transaction feed entries - Setup view system to display a given protobuf of transactions - Ensure disposal and return to the pool on dialog closed - Code cleanup
1 Year Ago
Feed entry script with basic setting
1 Year Ago
Admin Stats: - Setup ui dialog panel - Wired up open/close through admin panel - Prefabs for panel setup
1 Year Ago
Admin stats entry layout
1 Year Ago
Basic UI Setup
1 Year Ago
Super minor refresh to existing vending admin panel: Layout, alignment and some minor styling changes
1 Year Ago
workcart_box_fix_2
1 Year Ago
- Fixed box appearing under workcart - Swapped item storage to item storage type rather than box storage
1 Year Ago
- Add purchased items to purchase history - Changes to protobufs
1 Year Ago
- Some initial protobufs - RPC setup
1 Year Ago
- Added big ass vehicle world colliders for better vehicle -> vehicle siege tower collision - Siegetower was using drawbridge 1 as its network model?
1 Year Ago
Added repel and hurt trigger inside the tower in case you manage to glitch in
1 Year Ago
Fixed doubled up siege tower doors
1 Year Ago
Siege tower: - no longer spams sound errors - tried to fix duplicate doors
1 Year Ago
Re-enabled front door colliders on siege tower
1 Year Ago
workcart_box_fix -> main
1 Year Ago
Prevented work cart box model from going invisible due to the LOD
1 Year Ago
Moved box into the other corner (looks better on the above ground carts)
1 Year Ago
Initial setup: - Created filtering methods for: - Recent x purchases - Best sold item - Best x sold items - Best x revenue generating items - x time period sales - Peak sale hour - Total sales
1 Year Ago
Ensured towing visuals delete properly when the towing joint breaks
1 Year Ago
workcart_box -> main
1 Year Ago
Fixed other locos
1 Year Ago
- Box storage done the boring proper way - Protobuf gen - Broken locomotives that arent workcarts
1 Year Ago
Reverted sockets
1 Year Ago
Another work around to priv checks with Vehicle_Large collliders
1 Year Ago
- Reverted Drawbridge LOD changes - Ensure siege tower volumes parent sleepers
1 Year Ago
- Dont show building priv on vehicle large entities just because you are authed - Add prevent building volume to constructable
1 Year Ago
Prevent invalid hash error
1 Year Ago
Siege tower: - Remove unneeded checks on parenting volumes
1 Year Ago
Better trigger parent volumes
1 Year Ago
Dont allow pushing the siege tower if your parent entity is the tower
1 Year Ago
- Siege tower towing setup - Added editor gizmos to towing visuals
1 Year Ago
- Added icon to siege tower - Finalised basic constructable (added each of the build steps and relevant colliders)
1 Year Ago
- Redone siegetower constructable with the new model - Setup colliders for each stage - Use constructable stage 1 model as the guide mesh
1 Year Ago
Added small ramp so its easier to get in and out of the tower