userJarryd Campicancel
reporust_rebootcancel

12,474 Commits over 2,131 Days - 0.24cph!

5 Years Ago
Fixed cockpit with engine missing mount hot spots If an engine has no assigned mount spots it will now fall back to the old behaviour
5 Years Ago
Merge from mount_sight_check2
5 Years Ago
Vehicles now store a list of recent drivers, a driver is cleared from the list every 3 seconds If no driver is on a vehicle, use a driver from the list of recent drivers when assigning the initiator for damage in TriggerHurtNotChild
5 Years Ago
Switch ClientOnEnable with OnParentChangingClient
5 Years Ago
Merge from main
5 Years Ago
Added separate client and server entity worlds for a clean separation of logic in the editor Add [ServerSystem] and [ClientSystem] attributes to control systems that are only required in a specific build
5 Years Ago
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
5 Years Ago
Add watertests save file
5 Years Ago
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms) Added some profiler samples to the IOEntity queue to help identify
5 Years Ago
Fixed laser detectors not detecting vehicles
5 Years Ago
Reworking mounting criteria again -Assign hotspots to seating modules with a width and height -Checks z axis so player can't mount car from above (which was rejected on the server anyway)
5 Years Ago
Fixed cars not starting
5 Years Ago
Merge from vehicles
5 Years Ago
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
5 Years Ago
Added a max 10 second timeout for horns Fixed horns not stopping if the player dismounts while honking
5 Years Ago
Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
5 Years Ago
Build compile fix
5 Years Ago
Merge from vehicles/horns
5 Years Ago
Minor logic tweak
5 Years Ago
Implemented new horn loops
5 Years Ago
Merge from vehicles -> vehicles/horns
5 Years Ago
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open) S2P water treatment plant and power plant
5 Years Ago
Fixed door close interrupt behaviour not being run when closing a door via a door controller
5 Years Ago
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)
5 Years Ago
Merge from fov_viewmodel_scale
5 Years Ago
Attempting to track down a missing ref to fix the "GUIDToPath no path found" warning spam, added a button in the GUID locator tool to find all references that are using the given GUID across the entire project Still haven't found the one that's missing but the tool might be useful so committing anyway
5 Years Ago
Lowered font size on water transfer help in vehicle editing loot panel to show missing text
5 Years Ago
Mark rideable horses as NPC's so the correct damage multiplier is applied when vehicles collide with them
5 Years Ago
Fix NRE when destroying an unpowered car lift
5 Years Ago
Don't cancel the door animation if the door collides with a building block with a dedicated vehicle movement collider (fixes foundation steps issue)
5 Years Ago
Fixed recycler getting stuck when attempting to recycle something that can't be broken down
5 Years Ago
Add a smaller collider to the headrest area on Seat_A_COL to stop people getting shot through the headrest
5 Years Ago
Protocol++
5 Years Ago
Merge from door_open_interrupt
5 Years Ago
Server compile fix
5 Years Ago
merge from vehicles -> vehicles/door_open_interrupt
5 Years Ago
Hooked up the fuel light on the cockpit modules
5 Years Ago
Don't set engine sprite to null when closing engine lootpanel, stops it from flashing sprite to white
5 Years Ago
Add a new virtual AdminKill method that is used when using the "ent kill" command Override on vehicle modules to destroy the vehicle instead of a module
5 Years Ago
Remove a couple of MarkDirty calls that weren't needed in Sprinkler Add a slight delay to the fluid switch recalculation to not double up processing
5 Years Ago
Cache invoke methods to remove even more garbage
5 Years Ago
Add protection for repeated UpdateOutputs call, eliminates gc spikes from liquid IO updates
5 Years Ago
Subtract 51069, 51068
5 Years Ago
Can no longer list hidden items in vending machines Fixed vending machine UI NRE when searching for an item with no sprite
5 Years Ago
"ent kill" now destroys the whole car regardless of which module is aimed at
5 Years Ago
"ent kill" now works when aiming at a vehicle module as well as the vehicle chassis Supports destroying individual modules as well as destroying the chassis while modules are equipped (destroys equipped modules as expected)
5 Years Ago
Restore culling fix that was disabled yesterday, now with checks to makes sure player model exists
5 Years Ago
Don't hardcode fuel amount when using fixcars
5 Years Ago
Revert ServerUserVar change
5 Years Ago
fixcars command now takes a parameter to control what tier of part to apply, is usable by admins (not just devs) and fills the fuel tank