branchrust_reboot/maincancel

30,382 Commits over 3,806 Days - 0.33cph!

1 Year Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves
1 Year Ago
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1 Year Ago
Fixed one rowboat mount point not working
1 Year Ago
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1 Year Ago
No detail alpha by default for CarKeypad material
1 Year Ago
Car keypads now look progressively more damaged, like the main vehicle does
1 Year Ago
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
1 Year Ago
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1 Year Ago
Add "Server_Event_Tips" convar to disable clientside notifications when server events happen
1 Year Ago
Call MissionManifest.Get towards the end of Bootstrap.StartServer to make sure it's cached before players can join the server
1 Year Ago
Cherrypicked Compound Lighting prefab and Caboose Dressing Static prefab with the candle move and stray bounce light fixes.
1 Year Ago
full manifest rebuild - build times
1 Year Ago
Merge from SteamNetworking_NotByDefault - RakNet will remain the default network protocol till further testing is carried out on SteamNetworking. SteamNetworking is likely to be default enabled in January patch instead.
1 Year Ago
Codegen and phases checks
1 Year Ago
Fix ability to split stacks / move items when a container is locked
1 Year Ago
Add "spawngrid <prefab> <width> <height> <spacing>" command
1 Year Ago
Added a vehicle lift sound for updating the lock code
1 Year Ago
- Increased caboose lighting check from every 10 seconds to every 5 - Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
1 Year Ago
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
1 Year Ago
Increase netting trigger size so it works on stone wall frames as well
1 Year Ago
Added a popup tip to explain how to toggle the flashlight on/off
1 Year Ago
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1 Year Ago
Cherrypicked Caboose window fix.
1 Year Ago
Added convars: steamsendratemin, steamsendratemax, steamnagletime
1 Year Ago
Fixed modular car fuel tank not needing keycode entry
1 Year Ago
Re-exported keypad models with correct vertex normals on all LODs Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
1 Year Ago
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
1 Year Ago
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
1 Year Ago
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
1 Year Ago
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
1 Year Ago
Switch F1 menu to pixel scaling when it goes below 1080p
1 Year Ago
Oops, reverting a file I didn't mean to commit
1 Year Ago
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
1 Year Ago
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
1 Year Ago
Fixed caboose candles clipping
1 Year Ago
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
1 Year Ago
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
1 Year Ago
Scene2Prefab on quarry monuments
1 Year Ago
Quarry & pumpjack now 2 minute / diesel Scene2Prefab
1 Year Ago
Added support for modular car keylocks to authcount console command
1 Year Ago
Removed visible code lock from 2module_passengers
1 Year Ago
merge from oilrig_note
1 Year Ago
Hopefully fix harmony hotloading once and for all
1 Year Ago
Exposed metallic / glossiness constants in material inspector for blend layers
1 Year Ago
fixing broken path to prefabs inside junkpiles
1 Year Ago
Fixed gap allowing LOS access in coaling tower exit corridor
1 Year Ago
Excavator S2P
1 Year Ago
Removed un-harvestable tree entities from giant excavator scene
1 Year Ago
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
1 Year Ago
fixed powerline_poles baked LODs vertex normals producing incorrect lighting rendition doubled geo and culled backfaces on material