branchrust_reboot/maincancel

30,383 Commits over 3,806 Days - 0.33cph!

1 Year Ago
Vedning machine map clusters now have a green circle to better stand out on the map
1 Year Ago
Expose limit fps in background option in Screen section of Options menu
2 Years Ago
Fix tooltip shadows rendering like rectangles instead of nice soft shadows like they were supposed to be
2 Years Ago
merge from options_dropdown
2 Years Ago
Added missing interaction sound to ration box
2 Years Ago
Larger locker interaction collider in the camper
2 Years Ago
Stopped fixcars command still filling engine parts in destroyed vehicles
2 Years Ago
Delete unused ApexAIStorage folder leftover from the Apex purge
2 Years Ago
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2 Years Ago
Train fuel wagon LGF max 300->900 and min 100->400
2 Years Ago
Updated deer raw, cooked and burned icons
2 Years Ago
Paddle viewmodel - Fixed bug with vm vanishing during attack anim - Added admire anim & hooked up in animator
2 Years Ago
Debris building blocker now immune to explosive damage - Often destroyed in follow-up rocket hit allowing rapid repairs
2 Years Ago
Disabled vehicle collision on pumpkins
2 Years Ago
Fixed white berries too
2 Years Ago
Change all growable plant checks to use Debris layer, fixes being able to place multiple plants in the same planter slot
2 Years Ago
Merge from server_browser_ui
2 Years Ago
Change rotate behavior for the sign painting UI so it's more intuitive (rotates in the direction you move the mouse) Increase the sensitivity for panning in the painting UI Also in case you didn't know like me, you can pan in the painting UI by moving the mouse with shift+RMB held down
2 Years Ago
Update the painting UI palette to one that has a lot more colors (last changed in 2015!)
2 Years Ago
Disabling "position" vertex compression due to persistent decals flickering across many areas - requires additional performance testing and verification but local testing shows no issues
2 Years Ago
Moved various objects away from the Ragdoll layer, so that we can allow actual corpse ragdolls to collide with vehicles while still having vehicles pass through small plants and bushes Debris is generally the best alternative as it matches Ragdoll in that player collision ignores it, and player interaction detects it. The main difference is Debris ignores bullets and Ragdoll does not, so large solid objects can need a different option. Summary of changes: - Pumpkins, potatoes, hemp, corn, berries moved from Ragdoll to Debris. - Generic item drop containers moved from Ragdoll to Debris. - Various special event collectables moved from Ragdoll to Debris. - Some vehicle storage containers moved from Ragdoll to Vehicle Detailed. - Wood-Collectable and Halloween-Wood-Collectable moved from Ragdoll to World (unlike Ragdoll, the Debris layer ignores bullets, so large solid objects shouldn't use Debris). - GrowableHeatSource, GrowableGenetics, and CeilingLight now look for growables on the Debris layer instead of the Ragdoll layer.
2 Years Ago
Compile fix
2 Years Ago
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2 Years Ago
LoadMapFile has a button to create a new empty / template scene with everything it needs for a map file to be loaded into
2 Years Ago
Remove my DoPrepareAll method. This is in fact one already, not easily detectable as it works via reflection.
2 Years Ago
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2 Years Ago
Trees have FilterRadius = 2 to ensure some distance from rails
2 Years Ago
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius
2 Years Ago
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2 Years Ago
Fixed gate external stone gates displaying incorrectly at a distance
2 Years Ago
Ensure environment / lighting parameters are updated after loading screens (to prevent outdated lighting until the player starts moving)
2 Years Ago
Fixes from running DoPrepare on everything. Why is it exclusively my stuff that needed it 😓
2 Years Ago
Cherry pick my DoPrepareAll method
2 Years Ago
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
2 Years Ago
Merge from modding_prefabs
2 Years Ago
Extended locker interaction colliders on the camper to provide access from the outside when in destroyed state
2 Years Ago
Moved the 45-degree offset angle check into the vehicle engine module specifically. Fixes it affecting the modules on the camper.
2 Years Ago
Removed the ItemContainer parameter from GetIdealSlot because it's always the storage container's own ItemContainer anyway, and wouldn't really make sense to pass anything else
2 Years Ago
Minor edit to modular_car_V8_engine_storage removing unnecessary overrides.
2 Years Ago
Fixed EngineStorage GetValidSlot looking at the container the item is in now, instead of the target container. Fixes right-click or hover loot transfers into modular car engines often not working.
2 Years Ago
Increased parent trigger size on the base WorkCart to match the above-ground variant that already had coupling. Facilitates moving between coupled cars.
2 Years Ago
Added coupling points to underground WorkCart trains (Helk approved)
2 Years Ago
merge from ai_ignore_improvements
2 Years Ago
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2 Years Ago
Fixed several spawn populations theoretically being allowed to spawn on rail
2 Years Ago
Disabled ragdoll parenting on trains due to issues we've found
2 Years Ago
WorkCart rear collision trigger now includes the rear bumper, matching how the other train cars are set up
2 Years Ago
Trains now treat end-of-line positioning as a static collision. Fixes trains clipping into other trains that are at end-of-line
2 Years Ago
Turned off Debris vs. Vehicle Detailed layer collisions. Unfortunately this means items will fall through vehicles again, but will let cars drive through bushes, hemp etc again as well.
2 Years Ago
Allow access to camper module storage without bring mounted, if the vehicle has been fully destroyed