userJarryd Campicancel
reporust_rebootcancel

13,751 Commits over 2,466 Days - 0.23cph!

2 Years Ago
Fixed the timer box staying active when a mission doesn't have a timer
2 Years Ago
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
2 Years Ago
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon
2 Years Ago
Fix loot crates on the cargo ship getting picked up by the building check and being destroyed immediately on spawning (didn't affect code locked crates) Cargo ship will no longer destroy entities parented to it as part of the building check
2 Years Ago
Merge from cargo_double_dock
2 Years Ago
S2P bandit town
2 Years Ago
Fixed misconfigured viewmodel renderers on: Cake Flashlight Beancan grenade Molotov cocktail Water bucket
2 Years Ago
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space
2 Years Ago
Fixed gmod toolgun beam not using the right viewmodel space
2 Years Ago
Add legacy crane colliders (crane_tower_a_COL and crane_base_a_COL) from 60177 as new assets (junkyard_crane_base_a_COL and junkyard_crane_tower_a_COL) and apply them to the junkyard_crane_a asset
2 Years Ago
Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)
2 Years Ago
Layout fixes
2 Years Ago
Hide the bullet in the magazine if the player has one bullet loaded
2 Years Ago
Final tweaks
2 Years Ago
Conversation screen styling updates
2 Years Ago
S2P bandit town, fixes missing misison marker Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
2 Years Ago
Fixed animator hasAmmo param not getting populated
2 Years Ago
Merge from gate_serialisation_fix
2 Years Ago
Stomp gates.external.high.stone and gates.external.high.wood with the versions from 96185 and manually apply the change from 96208
2 Years Ago
Merge from external_holdtobuild
2 Years Ago
Server compile fix
2 Years Ago
Client compile fix
2 Years Ago
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
2 Years Ago
Merge from child branch (don't know how that happened)
2 Years Ago
Server side check
2 Years Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
2 Years Ago
Cleanup
2 Years Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
2 Years Ago
WIP making cargo dock at both harbors
2 Years Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
2 Years Ago
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
2 Years Ago
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
2 Years Ago
Fixed DeferredExtension command buffer allocating 62b of garbage every frame
2 Years Ago
First pass on new UI layout for conversations and mission acceptance
2 Years Ago
S2P compound and bandit town
2 Years Ago
Remove the inventory slots on the static workbench variants, prevents players accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap
2 Years Ago
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2 Years Ago
Adjusted minimum font size on tutorial popup
2 Years Ago
FIxed state where tutorial button in menu would show as not usable when it should be usable
2 Years Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
2 Years Ago
Added a metal detector mission objective
2 Years Ago
Match import fbx offsets exactly
2 Years Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
2 Years Ago
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
2 Years Ago
Merge from mission_improvements_may_24
2 Years Ago
Fixed escape key not working anywhere
2 Years Ago
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2 Years Ago
Fixed reload option when selecting a minigun in the inventory not translating properly
2 Years Ago
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
2 Years Ago
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?