branchrust_reboot/maincancel

31,202 Commits over 3,928 Days - 0.33cph!

5 Years Ago
HapisIsland - minor fixes and improvements to airwolf and compound
5 Years Ago
Let the car chassis push and hurt triggers stay always on, since there are various situations where players may end up inside a vehicle - not all of them a case where the vehicle is on or even moving (e.g. Spawning as a sleeper underneath one after loading a save).
5 Years Ago
Fix potential issues with TriggerHurtNotChild detection. Better handling mounted or parented players with modular cars.
5 Years Ago
Modular car code review changes complete. Merging to Main.
5 Years Ago
merge from /hapis_airwolf_and_cars (Hapis will need to be wiped to test these changes)
5 Years Ago
Fix scope overlay changing size with uiscale
5 Years Ago
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5 Years Ago
Fix typo (banit -> bandit)
5 Years Ago
Fix the notes UI only working with Latin characters (it'll fallback to another font which does support those characters)
5 Years Ago
lower sound priority a bit when gain has been modulated down lower priority for sounds that are fading out
5 Years Ago
slight tweak to how AudioSource loop/playOnAwake are handled when starting/stopping looping sounds
5 Years Ago
vehicle sound priority tweaks
5 Years Ago
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5 Years Ago
phrases, adjusted minicopter/transporthelicopter costs
5 Years Ago
Added EnvironmentVolumeBuilding and EnvironmentVolumeUnderground prefab volumes on request for modders / map makers
5 Years Ago
fixed searchlight emission
5 Years Ago
Fixed negative scaling roadsign warnings at compound and bandit camp
5 Years Ago
Reduced engine components crafting costs
5 Years Ago
Reduced T2 and T3 engine comp vendor costs
5 Years Ago
Fixed wooden external gate barbwire not damaging the player (layer issue)
5 Years Ago
One more change to repel trigger
5 Years Ago
Fix more settings on RepelTrigger
5 Years Ago
Fix repel trigger IgnoreMounted setting
5 Years Ago
Add entity validity check to TriggerMount
5 Years Ago
Merge new mount trigger used in modular car seating. Revert #52369. Simplify TriggerHurtNotChild.
5 Years Ago
Increased car protection vs basic damage types (blunt/slash/stab)
5 Years Ago
Fixed car push not working at extreme, low angles
5 Years Ago
Fixed vehicle lift UI not showing all repair components
5 Years Ago
Further increase engine internal item health
5 Years Ago
Increased car fuel consumption
5 Years Ago
Try a naive fix for the LightEx NRE errors
5 Years Ago
Properly fix NRE in VehicleEditingPanel
5 Years Ago
Fix NRE for entities which do not have a network group
5 Years Ago
bradley uses new vehicle engine sound system
5 Years Ago
Optimizied wooden cabin wall modules
5 Years Ago
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5 Years Ago
network++
5 Years Ago
fixed vendor NRE, fixed collision nub on helipad
5 Years Ago
vehicles are protected from damage shortly after purchase
5 Years Ago
bandit guards now used a merged wearable to help with bandit town performance, fixed bandit guards not equipping weapons
5 Years Ago
Bandit Guard skinning fix
5 Years Ago
Merged bandit clothing items into single Bandit Guard suit
5 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
5 Years Ago
fixed item drop issue
5 Years Ago
Fix UICompass using the wrong material after toggling active
5 Years Ago
Remove ForceUpdateTriggers in client side mount/dismount
5 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.
5 Years Ago
Merge race_condition_fix -> Main. Fixes "empty chassis with FX playing" bug.
5 Years Ago
Phrases
5 Years Ago
Explicitly assigning bundles on repair_full_metal and repair_metal (as a test)