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134,391 Commits over 4,444 Days - 1.26cph!

6 Years Ago
Fixed codelock position on wood gate, modified model to have a dedicated socket for it
6 Years Ago
Remove scriptable objects and associated systems Update overrides
6 Years Ago
Merge from gib_pool
6 Years Ago
Got PrefabAttribute gibbables working on modular vehicles
6 Years Ago
Updated ConstructionSkin to spawn gibs
6 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.
6 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++.
6 Years Ago
Speculative fix for NRE in TriggerBase
6 Years Ago
Central locking placeholder visuals
6 Years Ago
fixed bandit town safe zone
6 Years Ago
Central locking functionality, along with some refactoring
6 Years Ago
Updated wind settings on new grass
6 Years Ago
fully encapsulated bandit town in a safe zone
6 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.
6 Years Ago
Fixed pool, board, gibs errors Updated beach chair volumes
6 Years Ago
Removed duplicate volume check on table, accurate volumes, added deployable decay 8/8
6 Years Ago
Fixed read/write gibs errors on table and chair
6 Years Ago
Menu background update
6 Years Ago
Merge from Vehicles -> LockOutDriverSeat, going to add central locking
6 Years Ago
Prevent players without key/lock authorisation from pushing cars that are in safe zones
6 Years Ago
Open fuel is always default interaction when looking at fuel container on minicopter
6 Years Ago
Slight road terrain offset tweak to prevent ground peaking through around intersections
6 Years Ago
Merge from main
6 Years Ago
Fixed roadside decor sometimes spawning on road at intersections Moved roadside decor slightly further away from the road
6 Years Ago
Smoother road layout (both vertically and horizontally) Smoother road joining (at intersections)
6 Years Ago
small wooden box can no longer be deployed inside trees
6 Years Ago
Large banners now decays when placed outside of building priv
6 Years Ago
Converted more monuments
6 Years Ago
Fixed HBHF sensor not receiving damage (incorrect bounds)
6 Years Ago
Updated junkpiles spawns
6 Years Ago
Adjusted engine part spawns to match how many are needed in an engine
6 Years Ago
removed scrap from recycle from T1 and T2 engine comps
6 Years Ago
Reduced crafting costs / repair costs of car modules
6 Years Ago
Side roads are slightly wider
6 Years Ago
Default world size is 4500
6 Years Ago
Save++
6 Years Ago
Vehicles send out network ticks immediately after they have a new position on the server to reduce input lag (override in BaseVehicle)
6 Years Ago
Merge from network_lerp_4
6 Years Ago
Merge from main
6 Years Ago
Updated a lot of common monuments to run the static group system for testing.
6 Years Ago
Put a time limit on the failed start tooltip
6 Years Ago
Finish removing client dismount code from #51760. LastFailedStartID is newer, but wasn't really needed on the dismount call either.
6 Years Ago
Fix Launch Site regression that stopped vehicles falling through terrain triggers again, due to vehicle layer changes
6 Years Ago
Replace NaN and infinity checks with combined isNanOrInfinity Use a pooled list in TriggerBase.RemoveInvalidEntities
6 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
6 Years Ago
Update layer list in Defines to match the new vehicle layers
6 Years Ago
S2P cave_large_sewers_hard
6 Years Ago
Fixed cave_updown_a inside terrain antihack false positive
6 Years Ago
skin approval
6 Years Ago
Hooked up scene2prefab to output asset with all rendering info.