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12,846 Commits over 2,192 Days - 0.24cph!

1 Year Ago
Compile fix
1 Year Ago
Merge from parent, stomp animator changes
1 Year Ago
Merge from main
1 Year Ago
Tooltip can now accept arguments for string substitution, similar to RustText Added a tooltip to the discount/surcharge icons that lists the original purchase price Using the addtime convar now immediately force updates all npc vending machines Added a BypassDynamicPricing option to the NPCVendingMachine component, allows us to opt out specific vending machines Added npcvendingmachine.DynamicPricingEnabled convar, disables the dynamic pricing across the whole server
1 Year Ago
Fixed text formatting
1 Year Ago
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's Add price multiplier to vending UI when clicking on a store on the map
1 Year Ago
Implemented a dynamic NPC vending price system based on sales in a rolling window -Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24 -Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%) Currently clamped between a 50% discount and a 300% price increase Currently only applies for purchases that are made using scrap as the currency Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating All time and discount values are currently using the examples provided above, they are just for testing and will be changed
1 Year Ago
Merge from debugcamera_dof_save
1 Year Ago
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type This will lose any pre saved dof distance in a camera state
1 Year Ago
Merge from debugcamera_dof_save
1 Year Ago
Save/load sales history
1 Year Ago
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
1 Year Ago
Manifest
1 Year Ago
Merge from hackweek_crudegestures (with custom gesture wheel support)
1 Year Ago
Reapply animator changes
1 Year Ago
Merge from main (many conflicts, stomped local animator changes)
1 Year Ago
Another gesture list update
1 Year Ago
Redo animator changes
1 Year Ago
Fixed changed crane colour in junkyard, S2P
1 Year Ago
1 Year Ago
Gesture list update
1 Year Ago
First pass on a rock paper scissors gesture game Player 1 starts the gesture and waits for someone to join by interacting with them Both players then get a UI prompt to pick a hand Result is communicated via toast for now as there are no animations Bots will pick a random option after 2 seconds and print what they selected in the server log for testing
1 Year Ago
Merge from custom_wheel
1 Year Ago
Server.cinematic is now replicated Cinematic gestures can now be used if the server is marked cinematic, even if the player is not an admin
1 Year Ago
Added gesturecollection.ShowAdminCinematicGesturesInBindings convar When true, cinematic gestures will appear as bindable in the gesture wheel. Doesn't change any actual usage logic for these gestures, if the player binds a cinematic gesture and then joins a server where they aren't an admin the gesture will be disabled in the wheel
1 Year Ago
Styling, fixes RMB to clear slots Added a reset to default button
1 Year Ago
Merge from wire_slacking/optimisations
1 Year Ago
Fix insufficient array lengths when dealing with wires > 20 points (not just a creative mode issue, some monuments like airfield have static connections with quite a few points)
1 Year Ago
Merge from main
1 Year Ago
Added invisible pipe option to industrial connections
1 Year Ago
Can now build building blocks of any skin/grade in free build mode
1 Year Ago
Fixed not being able to freely upgrade building blocks in prevent building volumes
1 Year Ago
Removed the hold shift to make invisible IO connections Added a new invisible colour to the IO colour wheel when in creative mode, this feels a bit neater and allows the directional line to appear while in TC range of invisible wires Currently supports electrical and fluid
1 Year Ago
Unlimited IO creative mode now clamps the maximum length of an IO connection to 200m
1 Year Ago
Merge from main
1 Year Ago
Increase the maximum number of output containers a water container to push water into (3 -> 12) Fluid splitters and combiners can now be rotated
1 Year Ago
Merge from tutorial_map_fix
1 Year Ago
Fixed tutorial missions missing an icon on the map screen Fixed tutorial island sometimes not being visible on the map due to map clamps
1 Year Ago
Merge from qol_industrial_conveyor_filter
1 Year Ago
First pass on a section in the options menu to customise gesture wheels Can now set any gesture to any slot on both wheels
1 Year Ago
Initial support for an extra gesture ring, uses the next/previous system that building block skins use
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Fixed some incorrect tarp colours on oil rig
1 Year Ago
Fixed ceiling light not being interactable and gibs missing material
1 Year Ago
Disabled colliders on cctv desk to fix not being able to mount
1 Year Ago
Fixed some more pipes with incorrect colours on large oil rig S2P both rigs with hlod
1 Year Ago
Fixed some containers that have changed colour on the tarp cargo ship variant Updated the replace objects with prefab tool with a new tool that just replaces the objects selected object with the provided prefab, no string filtering
1 Year Ago
Fixed more cases of objects not being marked as IsDynamic on cargo ship, unsure how they keep slipping through
1 Year Ago
1 Year Ago
Initial boilerplate for a customisable gesture wheel Saves the current wheel loadout into convars (eg. GestureCollection.Slot0Bind "clap")