branchrust_reboot/maincancel

31,170 Commits over 3,928 Days - 0.33cph!

2 Years Ago
Merge from SteamNetworking_NotByDefault - RakNet will remain the default network protocol till further testing is carried out on SteamNetworking. SteamNetworking is likely to be default enabled in January patch instead.
2 Years Ago
Codegen and phases checks
2 Years Ago
Fix ability to split stacks / move items when a container is locked
2 Years Ago
Add "spawngrid <prefab> <width> <height> <spacing>" command
2 Years Ago
Added a vehicle lift sound for updating the lock code
2 Years Ago
- Increased caboose lighting check from every 10 seconds to every 5 - Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
2 Years Ago
Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
2 Years Ago
Increase netting trigger size so it works on stone wall frames as well
2 Years Ago
Added a popup tip to explain how to toggle the flashlight on/off
2 Years Ago
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2 Years Ago
Cherrypicked Caboose window fix.
2 Years Ago
Added convars: steamsendratemin, steamsendratemax, steamnagletime
2 Years Ago
Fixed modular car fuel tank not needing keycode entry
2 Years Ago
Re-exported keypad models with correct vertex normals on all LODs Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
2 Years Ago
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
2 Years Ago
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
2 Years Ago
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
2 Years Ago
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
2 Years Ago
Switch F1 menu to pixel scaling when it goes below 1080p
2 Years Ago
Oops, reverting a file I didn't mean to commit
2 Years Ago
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
2 Years Ago
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
2 Years Ago
Fixed caboose candles clipping
2 Years Ago
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
2 Years Ago
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
2 Years Ago
Scene2Prefab on quarry monuments
2 Years Ago
Quarry & pumpjack now 2 minute / diesel Scene2Prefab
2 Years Ago
Added support for modular car keylocks to authcount console command
2 Years Ago
Removed visible code lock from 2module_passengers
2 Years Ago
merge from oilrig_note
2 Years Ago
Hopefully fix harmony hotloading once and for all
2 Years Ago
Exposed metallic / glossiness constants in material inspector for blend layers
2 Years Ago
fixing broken path to prefabs inside junkpiles
2 Years Ago
Fixed gap allowing LOS access in coaling tower exit corridor
2 Years Ago
Excavator S2P
2 Years Ago
Removed un-harvestable tree entities from giant excavator scene
2 Years Ago
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
2 Years Ago
fixed powerline_poles baked LODs vertex normals producing incorrect lighting rendition doubled geo and culled backfaces on material
2 Years Ago
Adding more building topology in desert military bases to prevent undesired HAB spawns
2 Years Ago
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
2 Years Ago
Fixed hole in checkpoint_single_rural mesh Fixed the missing deferred decal script on the prefab This will need S2P
2 Years Ago
Subtracting canvas_disabler_2 - multiple issues, outside of the scope for the upcoming update.
2 Years Ago
Fixed NRE when interacting with armoured cockpit windows
2 Years Ago
Attempt to fix invalid splats for cave_large_sewers
2 Years Ago
Use existing HasADriverSeat method - don't need IsCockpit
2 Years Ago
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
2 Years Ago
Added LODGroup component to terrain_blend_cube
2 Years Ago
Tweaked clone icons to more clearly show berry colour
2 Years Ago
Added 'A-pose' clip to cinematic controller
2 Years Ago
Added 'ent auth' support to modular cars with code locks