userMartyn Chapmancancel
reporust_rebootcancel

81 Commits over 61 Days - 0.06cph!

7 Days Ago
Merge from open_your_eyes
7 Days Ago
Fix issue where character eyes could remain closed.
9 Days Ago
Merge from pickup_toast_translation_fix
9 Days Ago
Rebuild phrases
10 Days Ago
Fix translations for pickup error toast messages
10 Days Ago
Merge from door_lock_pickup
10 Days Ago
Doors with locks don't display pickup option, lock has to be removed first. This restores previous behaviour and no longer blocks the context menu from appearing on a door with a lock that can otherwise be picked up.
11 Days Ago
WIP changes to mission editor. Changes summary: - Created new TutorialMission type, removed some fields that were no longer needed and moved some things pertaining only to tutorial missions to these. Updated tutorial mission assets to be of this type. - Renamed some fields on BaseMission and added tooltip descriptions. - Removed simple mission provider field from missions. Missions which belong to a simple mission provider are now defined on the provider. - Added FilteredEnum attribute which allows for the inspector to omit drawing one enum value and for defining a new default value for the field on int-backed enums.
18 Days Ago
Merge from changelog_fix
18 Days Ago
Merge from spraycan_toast
18 Days Ago
Merge from pickup_toasts
18 Days Ago
Merge from gamemodes_workbench_fix
18 Days Ago
Merge from fix_uselegacyworkbenchinteraction
18 Days Ago
Fix convar server.uselegacyworkbenchinteraction
18 Days Ago
Fix workbench tech trees being wrong in softcore. Reverts previous change to vanilla gamemode, should no longer be neccessary. All gamemode tech trees should now be functioning correctly.
21 Days Ago
Fix workbench tech trees in vanilla gamemode
22 Days Ago
Fix changelog panel looking wrong when first opening it Fix changelog button remaining toggled on if closing the inventory menu whilst changelog panel is open
22 Days Ago
Move field to server only
23 Days Ago
Fix compile error
23 Days Ago
Show error toast if we fail to change a skin because a player is sitting in the skinnable item
23 Days Ago
Add toast error messages when unable to pickup items Split out logic into different boiolean methods for checking whether we should display the pickup option and whether the item can be handed over. Sometimes we don't want to show the option at all, sometimes we want the option to pickup but then know why we can't via toast Several items now have the option to pickup and will then display a toast message on failing, where they did not have the option to pickup before (and you wouldn't know why) Made some small changes to WaterPurifier code to make some of what it's doing a bit clearer
24 Days Ago
Fix camera position not updating when recentering map view
24 Days Ago
Upon first time opening map automatically centre on player
24 Days Ago
Merge from main
25 Days Ago
Update changelog
25 Days Ago
Merge from hardcore_refresh
25 Days Ago
Merge from main
28 Days Ago
Merge from tugboat_toot
28 Days Ago
Configure max horn time and rate limit
28 Days Ago
Merge from main
28 Days Ago
Merge from compass
28 Days Ago
Needle now moves when tapped during admire animation
29 Days Ago
Adjust needle swing settings, now settles faster from big swings
29 Days Ago
Merge from compass
29 Days Ago
Merge from main
29 Days Ago
Remove last uses of node shortnames
29 Days Ago
NPC statements now copied over too
29 Days Ago
Post node data copy
29 Days Ago
Pre node data copy
29 Days Ago
Merge from ammocontainer_garbage
31 Days Ago
Merge from main
31 Days Ago
Fix typo in primitive changelog Workbnech is no more. Rust is once again playable
31 Days Ago
Fixes
32 Days Ago
Remove garbage allocations from calls to FindItemsByItemID
32 Days Ago
Merge from fix_ammo_contents_bug
32 Days Ago
Fix for amount to reload value when switching ammo types being wrong if ping wasn't low enough.
35 Days Ago
Merge from main
36 Days Ago
Changes to dialogue tree editor: - Support for new node types (entry node, branch node) - All dialogue trees now have and start at the entry node, with conditions for which speech node to start at defined in the graph editor window rather than in scripts - New node creation window - Nodes are now stored with GUID's and we use these to determine connections rather than shortnames - Updated all existing conversations to work with these changes, all *should* be mostly working as before. Where some scripts are still relying on shortname values things will break - Various other small fixes and improvements
44 Days Ago
Merge from main