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branchrust_reboot/main/nexuscancel

463 Commits over 1,188 Days - 0.02cph!

2 Years Ago
Merge from main
2 Years Ago
Hopefully fix island billboards spawning too close for real this time
2 Years Ago
Fix duplicate inbound/outbound zones
2 Years Ago
Merge from main
2 Years Ago
Properly list nearby islands on the zone map
2 Years Ago
WIP connection point details on the nexus map Fix look rotation is zero messages more Fix ferry only wanting to travel to full servers
2 Years Ago
Merge from main
2 Years Ago
Stick a sign on the ferry that shows the name of the zone it is travelling to next
2 Years Ago
Make the nexus map only show details for a zone when it's not ambiguous (zoom closer into one)
2 Years Ago
Hopefully fix island billboards spawning close-ish to shore on some maps
2 Years Ago
Merge from main
2 Years Ago
Update ferry so it can find a proper place to go to/from when transferring to zones with no island billboard
2 Years Ago
Don't put the ferry in line for the dock until it's close enough
2 Years Ago
Require more water on the area in front of the ferry dock
2 Years Ago
Reduce the number of sphere casts ferries usually need to do Remove a list sort in ferry pathing
2 Years Ago
Ferry pooling fixes
2 Years Ago
Update island positioning so it should clamp itself within ValidBounds Adjust island prefab so the triggers don't spawn closer than expected Don't show the ocean transfer message on the HUD if the position the player is heading for is out of world bounds
2 Years Ago
Change debug logs when a transfer destination position couldn't be found to warnings (down from errors) Only show the warning that nexus island couldn't be found for a ferry in editor Scale the fallback transfer destination with island spawn distance to not spawn behind them
2 Years Ago
Update ferry sphere cast so it can collide with triggers tagged FerryAvoid
2 Years Ago
Avoid passing zero vectors to Quaternion.LookRotation in ferry
2 Years Ago
Update math to determine island billboard positions so it hopefully lines up with the maps now
2 Years Ago
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps
2 Years Ago
Fix the nexus.transfer command taking the ferry with you when on a ferry
2 Years Ago
Merge from main
2 Years Ago
Fix scaled map coordinates having the wrong sign on one end
2 Years Ago
Initial implementation of ferry queueing at docks
2 Years Ago
Scale out of zone bounds coordinates down on the nexus map so markers shouldn't appear over the wrong zone when far in the ocean Early exit from update if map isn't open
2 Years Ago
Improve the ferry movement animation a bit Double the max speed of the ferry for testing Add some debugging features to the ferry (add FERRY_DEBUG to scripting defines to enable)
2 Years Ago
Remove the layout component (again) from GameUI.Hud.Vitals Merge commit 71034 didn't apply the removal in 70970 properly
2 Years Ago
Show the player position on the nexus map and make it support focusing on the player
2 Years Ago
Merge from main
2 Years Ago
Parse map metadata from the nexus Automatically show details for the zone in view on the nexus map
2 Years Ago
Map UI cleanup
2 Years Ago
Don't add an ocean margin on the nexus map images
2 Years Ago
Fix nexus map not covering the screen when zoomed out on ultrawide
2 Years Ago
Better rendering of transparent maps Remove the hack to fade out the borders
2 Years Ago
Fix transfer using zone keys as if they are case sensitive
2 Years Ago
Fix vehicles not disabling transfer protection immediately when they have no driver
2 Years Ago
Adjust nexus map margin size depending on map size and render scale Multiply the map alpha on the margin so it always fades out across the margin
2 Years Ago
Replace HasFlag(Protected) with IsTransferProtected()
2 Years Ago
Fix NRE spam when running client+server and a NexusIsland spawns
2 Years Ago
Merge from main
2 Years Ago
Replace HttpImage with inline image loading logic to handle loading/missing states better
2 Years Ago
Add tab buttons so the map can be switched between nexus and server maps
2 Years Ago
Merge from main
2 Years Ago
Remove UpdateFullFlag call from BaseVehicle.PlayerMounted and PlayerDismounted (redundant after previous changes)
2 Years Ago
Call UpdateFullFlag when adding or removing modules from a modular car as well
2 Years Ago
Call UpdateFullFlag for the vehicle when a BaseMountable is mounted or dismounted This was already the intention but BaseVehicle's PlayerMounted and PlayerDismounted are not called when restoring mounts from a save
2 Years Ago
Unparent entities which are not a part of the transfer so they don't get killed when the transfer succeeds
2 Years Ago
Don't allow mount/dismount when the entity is being transferred