reporust_rebootcancel

105,863 Commits over 3,806 Days - 1.16cph!

4 Months Ago
Added a method to get the current restraining item. Interaction checks now check for surrendering or specific restraint item settings. Suicide can now be blocked by restraint items. (blocked for handcuffs)
4 Months Ago
Wooden barricade only buildable on the terrain parts of a monument, block it on all the concrete parts of a monument https://files.facepunch.com/jakerich/fyl41vRDD6IA5gyt/BM9AhaPzcWubIRbQ.mp4
4 Months Ago
merge from cine_entities
4 Months Ago
merge from SAMVehicleSleep
4 Months Ago
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4 Months Ago
▋▅▋▇▋▄██▊▌▄▇▆ ▇▇▅▍█ ▇▇▄▆▇▆▋▇▄ ▋▌▉▄▋
4 Months Ago
radtown sign metal smooth texture
4 Months Ago
radtown gate lod0
4 Months Ago
Reapply subtract
4 Months Ago
merge from main -> qol_building_blocked_visual
4 Months Ago
Set item locked status correctly. VM now unlocks correctly visually after minigame.
4 Months Ago
█▍▍▇█▌▆█ ▌▊▋▇▊▄▉ ▇▄▋▍▍▆ ▋▍▇█▇▄ ▅▄ ▇▌ ▄█▄ ██▄ ▇█▋▇▆ ▍▊▇▅ ▆▇▋▆ ▊▅█▇▇▊, ▄▉▍▄▌▄▇▉▌▊ ▍▊▉▅▇▊▇ ▅▉▍▌▇▍ ▆▅▋▇▋▊ ▋▊▅ ▋▌▇██▇▍▆▌ ▇▌ ▊▆▊▋▊▍▍ ▋▆▋ ▇▌▋▉▋▍▅ ▋▊▌▄▄ ▋▌▋▋▌ ▆▍▅▆▄ █▉▇ ▄█ ▍▋▌
4 Months Ago
Being pushed or taking damage cancels unlock minigame
4 Months Ago
removing unused prefabs
4 Months Ago
added texture mask for radtown shed roof.
4 Months Ago
reworked radtown shed roof to use texture masked material.
4 Months Ago
Added IsRestrainedOrSurrendering. Changes to loot locking. Always allow belt access (surrendering or cuffed) but don't allow the victim to modify belt. Don't lock belt inventory, just prevent moving out of it by the owner. (other inventories are locked) Interaction changes.
4 Months Ago
subtracting 98092 qol_building_blocked_visual
4 Months Ago
subtracting 98091 fix_planner_reset_construction
4 Months Ago
- ▇█▊▆▇▉▆ ▌▆▍▇▋▋ ▍▆▆▍▋▅▋▇ ▊▄▆▉▋▄ ▅▄▍▅█▌▇▇ ▅▄ ▊█▇▅ ▆▇▇▄▊▇▌ ▍▇▆▄▇█ █▊ ██▊▊█▄ ▌▇ ▌▍▍▇▊▄▆▆▆ ▌▊▅▇▋ ▅▍▇▆▆▊ ▋▅▄▇ ▌▋▋▊▄ ▌▍▄▇▄▉ ▄▊▍▆▌▅▍▋▉▌▇▇▋▆▊ ▆▅▌▆▊ - ▊▍▉▉▌▇▊ ▆█▍▉▋▇▆ ▄▆▇ ▄██▋▇ ▉ ▉██▍▇▇▊▋▆▅ █▌▅ ▅ █▇█▉▋▇ ▊▆▉▄█▆▇▌▅█ ▌▌ ▇▇▍▄-█▇-▇▍▌▅▇ ▊▌ █▌▅▍▊▍ ▌▄ ▄▍▇ ▍█▉▄▍ ▋▉▋▆▉▉▋ ▅▇▌▄ ▆▌██▌▌▅▄ - ▇▆▍▉█▍ ▌▆█▊ ▅▄▌▆▍▅ ▊▉▇▇▍ ▄▍ ▉▌▌▊▆▊██▄ ▇█▋▋▋▄▇ ▇▊▆▆▉▅ ▋▅ ▄▌▇▋▇▉▋▅▆ ▆▇▊▉▇ ▊▊ ▄▆▅▋█▉▆ ▇▉▆'▄ ▋▊▋██▄▊▊▇ ▆▋▅█▉▆ ██▇▇▋▄▍ ▊▆▇▍▍▋█▊▍▅▄ - ▉▍▉ █▌▍▊▌▋▇▇▆▄▊▅▆▄▋ ▄▆▉▍▌ ▍▉▅▉▄ ▍▅▊▇▉▅ ▍▊▊▍▊█▋▌▇▊▇▄ ▆▆▋█▇▍ ▌▍█▉ ▅▉▍▊ ▇▉▍▉ ▊▍ ▋▍▋▉ ▉▅▄ ▉ █▊▊▅▊█▌ ▆▆█▋▋█▉▊ ██▄▍ (▍▄▅▍▋ ▍▇▆▇▉▆ ▍▆▌ ▇█▋▍▍▍█ ▌▅▆ █▌▌▉▅▇▆▅/█▅▅▉▆▋▌▆▆▆ ▉▋▄▉█▍▅▄▌)
4 Months Ago
merge from qol_building_blocked_visual
4 Months Ago
merge from fix_planner_reset_construction
4 Months Ago
merge from fishing_changes_june_24
4 Months Ago
merge from HeliDrivingImprovements
4 Months Ago
merge from techtree_workbench_multi_access
4 Months Ago
merge from RepairBenchSkinName
4 Months Ago
merge from io_seismic_sensor
4 Months Ago
merge from small_oilrig_vent_fix
4 Months Ago
reapplying 98066 hackweek_renderlod_collapse
4 Months Ago
oilrigs S2P
4 Months Ago
tweaked volume placement
4 Months Ago
small rig vent prefab was missing environment volumes
4 Months Ago
Re-exporting large oilrig vent mesh with correct normals Redid the small rig vent collider to be like the large one since the large one does work
4 Months Ago
Merge from main
4 Months Ago
Subtract 98066 (trying to fix broken build)
4 Months Ago
More fish bait value adjustments: Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value) Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value) Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack Raw fish meat is still 0 bait value Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
4 Months Ago
Fix trigger_wildlife_trap somtiems not working in the editor Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
4 Months Ago
Placeholder UI
4 Months Ago
Merge from sprint_seed_fill
4 Months Ago
merge from main -> allow_barricades_monuments
4 Months Ago
Fix compile errors
4 Months Ago
Fix unity somehow removing "Show Building Blocked" I added to the options menu
4 Months Ago
Don't show red building boundary around substations inside monuments (only outside or on edge)
4 Months Ago
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
4 Months Ago
Fixed debug log when flood filling seeds
4 Months Ago
Old helicopter collision behaviour: - 0 - 18km/h, no damage - 18+km/h, take away a minimum of 15% health, increasing with speed That wasn't working well for ground driving, where hitting obstacles would quickly deplete health. New rules: - 0 - 25km/h, no damage - 25+km/h, take away a minimum of 5% health, increasing with speed Damage from high-speed crashes remains the same.
4 Months Ago
Merge from hackweek_renderlod_collapse
4 Months Ago
Changed helicopter grounded calculation to be more lenient in general
4 Months Ago
Clean up and standardise PlayerHelicopter file formatting
4 Months Ago
Exempt most of the renderer manipulating components from being collapsed (VehicleLights, StatusLightRenderer, DamageRenderer, etc) Fixes train tunnel signal lights always showing all colours lit up