branchrust_reboot/maincancel

33,109 Commits over 4,109 Days - 0.34cph!

8 Years Ago
fireplace loottable
8 Years Ago
fixed snowman not obeying groundwatch rules can no longer use broken items for purchases at vending machines (min 50%) fireplace implementation fixed wreath deploying on double doors metal is 2x stone health, (70% increase) armored is 2x metal health metal base cost is 200 frags instead of 200
8 Years Ago
Fixed ancient bug in spawn handler that discarded some valid spawn locations
8 Years Ago
Xmas refill jingle now global broadcast
8 Years Ago
Fixed presents spawning in water / on bases Added xmas.spawnattempts convar (defaults to 5 per present)
8 Years Ago
Removed upkeep cost from barricades
8 Years Ago
Fixed issue with flamethrower trap
8 Years Ago
merge into main
8 Years Ago
Console command codegen (client compile fix)
8 Years Ago
moved window garland pivot up 1 unit (model only)
8 Years Ago
Phrases
8 Years Ago
Another round of NRE checks for ValidateObjectReferences
8 Years Ago
Fixed window garland socket clusterfuck (mesh pivot point needs updating) Network++
8 Years Ago
Added BuildingGradeDecay to doors and frame inserts
8 Years Ago
Clear both client and server building managers when disconnecting in the editor while running client and server
8 Years Ago
Added decay delay convars for upkeep (all default to 0) Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
8 Years Ago
Another null check for ValidateObjectReferences
8 Years Ago
Presumably fixed NRE in ValidateObjectReferences
8 Years Ago
Christmas lights can no longer be picked up if building blocked
8 Years Ago
Network++
8 Years Ago
Pookie bear deploy fixes
8 Years Ago
merge into main
8 Years Ago
Small culling toggle correction
8 Years Ago
Open/close sounds only play for the local player Lots of new deployable placement sounds Lots of new deployable interaction sounds Tweaks to some interaction sounds from last week
8 Years Ago
Reviewed, fixed and cleaned culling + integration Updated native modules for renderer/win
8 Years Ago
More robust entity sensing. Even more robust navigation to food.
8 Years Ago
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
8 Years Ago
Fixed NRE spam when opening workshop inside editor while running client and server
8 Years Ago
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8 Years Ago
A little bit more safe guarding on Navigate to food.
8 Years Ago
Optimization - Top tier merging internal and external models into one call
8 Years Ago
Fixed NRE in food target navigation. More AI Behaviour.
8 Years Ago
Optimization - Twig tier merging internal and external models into one call
8 Years Ago
Optimization - Wood log tier rework - closing off holes in walls merging internal and external models into one call
8 Years Ago
Admire animations - adding more to DB - 1st Pass
8 Years Ago
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
8 Years Ago
Any entity can add upkeep using the upkeep prefab attribute component
8 Years Ago
Fixed deployables not decaying
8 Years Ago
Smoothed out query for AI dormant agency
8 Years Ago
uhh
8 Years Ago
compile fix for outside_range_dist on client
8 Years Ago
offset camera option
8 Years Ago
fixed furnace skinning emissionToggle NRE fix
8 Years Ago
Changed EmissionToggle to use material prop block
8 Years Ago
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
8 Years Ago
Barricades can be repaired
8 Years Ago
Barricades can be repaired
8 Years Ago
Removed upkeep cost from deployables again (accidental commit)
8 Years Ago
Reverted decay.tick default value to 10 minutes (accidental commit)
8 Years Ago
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup) Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar) Foundations now decay at the same rate as other building blocks when their upkeep is not paid Eliminated server side GC allocs from upkeep system