branchrust_reboot/maincancel

30,436 Commits over 3,806 Days - 0.33cph!

4 Years Ago
Fixed negative scaling roadsign warnings at compound and bandit camp
4 Years Ago
Reduced engine components crafting costs
4 Years Ago
Reduced T2 and T3 engine comp vendor costs
4 Years Ago
Fixed wooden external gate barbwire not damaging the player (layer issue)
4 Years Ago
One more change to repel trigger
4 Years Ago
Fix more settings on RepelTrigger
4 Years Ago
Fix repel trigger IgnoreMounted setting
4 Years Ago
Add entity validity check to TriggerMount
4 Years Ago
Merge new mount trigger used in modular car seating. Revert #52369. Simplify TriggerHurtNotChild.
4 Years Ago
Increased car protection vs basic damage types (blunt/slash/stab)
4 Years Ago
Fixed car push not working at extreme, low angles
4 Years Ago
Fixed vehicle lift UI not showing all repair components
4 Years Ago
Further increase engine internal item health
4 Years Ago
Increased car fuel consumption
4 Years Ago
Try a naive fix for the LightEx NRE errors
4 Years Ago
Properly fix NRE in VehicleEditingPanel
4 Years Ago
Fix NRE for entities which do not have a network group
4 Years Ago
bradley uses new vehicle engine sound system
4 Years Ago
Optimizied wooden cabin wall modules
4 Years Ago
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4 Years Ago
network++
4 Years Ago
fixed vendor NRE, fixed collision nub on helipad
4 Years Ago
vehicles are protected from damage shortly after purchase
4 Years Ago
bandit guards now used a merged wearable to help with bandit town performance, fixed bandit guards not equipping weapons
4 Years Ago
Bandit Guard skinning fix
4 Years Ago
Merged bandit clothing items into single Bandit Guard suit
4 Years Ago
can no longer draw weapons in safe zones, players who are not hostile take no damage in safe zones (anti roof campers) sleepers are automatically killed after 20 minutes inside a safe zone instead of needing an NPC to find them added many more recyclers to compound, hostile timer is smaller when the menu is not open, fixed conversationUI blocking interactions with map/tossing items
4 Years Ago
fixed item drop issue
4 Years Ago
Fix UICompass using the wrong material after toggling active
4 Years Ago
Remove ForceUpdateTriggers in client side mount/dismount
4 Years Ago
Mounted state isn't saved to a save file, so players can get stuck in vehicles on load, in their mounted position but not mounted. Quick fix: Ignore the vehicle layer in sleeper physics, so players fall through the vehicle instead of getting stuck in it.
4 Years Ago
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
4 Years Ago
Phrases
4 Years Ago
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)
4 Years Ago
added SafeZoneSphere prefab for map creator
4 Years Ago
merge from sav196
4 Years Ago
Adding some temporary error detection to try and catch a wild NRE
4 Years Ago
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
4 Years Ago
Taking a guess at fixing VehicleEditingPanel NRE
4 Years Ago
Cancel chassis destroy timer if a module is added during the countdown
4 Years Ago
Edit large flatbed name to be different from the small one
4 Years Ago
Compile fix again
4 Years Ago
Fix compile
4 Years Ago
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
4 Years Ago
Replace central locking placeholder with final version
4 Years Ago
Merge from random_opt
4 Years Ago
Adjust module world colliders - smoother on ramps etc.
4 Years Ago
Replace colliders on the other version of powerline_pole_a as well
4 Years Ago
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
4 Years Ago
Move car module visuals that were on the Vehicle Detailed layer to the Default layer