branchrust_reboot/maincancel

32,160 Commits over 4,018 Days - 0.33cph!

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)
5 Years Ago
added SafeZoneSphere prefab for map creator
5 Years Ago
merge from sav196
5 Years Ago
Adding some temporary error detection to try and catch a wild NRE
5 Years Ago
Switch the ForceUpdateTriggers secondary invoke to InvokeFixedTime per André's suggestion. Speculative fix for "player continuously receives hurt damage" bug.
5 Years Ago
Taking a guess at fixing VehicleEditingPanel NRE
5 Years Ago
Cancel chassis destroy timer if a module is added during the countdown
5 Years Ago
Edit large flatbed name to be different from the small one
5 Years Ago
Compile fix again
5 Years Ago
Fix compile
5 Years Ago
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
5 Years Ago
Replace central locking placeholder with final version
5 Years Ago
Merge from random_opt
5 Years Ago
Adjust module world colliders - smoother on ramps etc.
5 Years Ago
Replace colliders on the other version of powerline_pole_a as well
5 Years Ago
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
5 Years Ago
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
5 Years Ago
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5 Years Ago
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5 Years Ago
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
5 Years Ago
Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
5 Years Ago
Speculative fix for NRE in TriggerBase
5 Years Ago
Fixed FillMlPerSec not working correctly in BaseLiquidVessel. Updated water bottle, jug and bucket fill rates so refill times match the pre-fix rates.
5 Years Ago
Menu background update
5 Years Ago
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5 Years Ago
Prevent players without key/lock authorisation from pushing cars that are in safe zones
5 Years Ago
Open fuel is always default interaction when looking at fuel container on minicopter
5 Years Ago
small wooden box can no longer be deployed inside trees
5 Years Ago
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5 Years Ago
Large banners now decays when placed outside of building priv
5 Years Ago
Fixed HBHF sensor not receiving damage (incorrect bounds)
5 Years Ago
Updated junkpiles spawns
5 Years Ago
Adjusted engine part spawns to match how many are needed in an engine
5 Years Ago
removed scrap from recycle from T1 and T2 engine comps
5 Years Ago
Reduced crafting costs / repair costs of car modules
5 Years Ago
Vehicles send out network ticks immediately after they have a new position on the server to reduce input lag (override in BaseVehicle)
5 Years Ago
Merge from network_lerp_4
5 Years Ago
Put a time limit on the failed start tooltip
5 Years Ago
Finish removing client dismount code from #51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
5 Years Ago
Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
5 Years Ago
Replace NaN and infinity checks with combined isNanOrInfinity Use a pooled list in TriggerBase.RemoveInvalidEntities
5 Years Ago
Change recentDrivers list to a queue Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car Add a clientside ForceUpdateTriggers when mounting/dismounting