2,781 Commits over 548 Days - 0.21cph!
Send client selected timescale to the server. Request timescale for the client selected one
Shop name now reflected in stats page
- Add empty feed entry if theres no data yet
- Refresh colours
Fix in RustUI:
Menu options now respect having no icon on them. Rather than defaulting to an information icon
Force rebuild of the icon and text setup if the icon has no been swapped to no icon
- Got recent transactions displaying
- Fixed index
main -> vendingmachine_transaction_history
radiation_cube_support -> main
- Code cleanup
- Minor bugfixes
- Reserialised sprinkler
Give box collider support to trigger radiation:
- Ensured modding radiation cubes work
- Applied Cube Prefabs
- Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
- Fixed door NRE still happening sometimes
- Changed my stupid OnChildAdded override
- Removed doubled stats prefab
- More logging
- Setup feed object parent
Stop NRE on clearing feed
Get admin panel stats instance properly
Initial RPC send and receive framework for stats using protobuf
- Init/Disposal of transaction feed entries
- Setup view system to display a given protobuf of transactions
- Ensure disposal and return to the pool on dialog closed
- Code cleanup
Feed entry script with basic setting
Admin Stats:
- Setup ui dialog panel
- Wired up open/close through admin panel
- Prefabs for panel setup
Super minor refresh to existing vending admin panel: Layout, alignment and some minor styling changes
- Fixed box appearing under workcart
- Swapped item storage to item storage type rather than box storage
- Add purchased items to purchase history
- Changes to protobufs
- Some initial protobufs
- RPC setup
- Added big ass vehicle world colliders for better vehicle -> vehicle siege tower collision
- Siegetower was using drawbridge 1 as its network model?
Added repel and hurt trigger inside the tower in case you manage to glitch in
Fixed doubled up siege tower doors
Siege tower:
- no longer spams sound errors
- tried to fix duplicate doors
Re-enabled front door colliders on siege tower
Prevented work cart box model from going invisible due to the LOD
Moved box into the other corner (looks better on the above ground carts)
Initial setup:
- Created filtering methods for:
- Recent x purchases
- Best sold item
- Best x sold items
- Best x revenue generating items
- x time period sales
- Peak sale hour
- Total sales
Ensured towing visuals delete properly when the towing joint breaks
- Box storage done the boring proper way
- Protobuf gen
- Broken locomotives that arent workcarts
Another work around to priv checks with Vehicle_Large collliders
- Reverted Drawbridge LOD changes
- Ensure siege tower volumes parent sleepers
- Dont show building priv on vehicle large entities just because you are authed
- Add prevent building volume to constructable
Prevent invalid hash error
Siege tower:
- Remove unneeded checks on parenting volumes
Better trigger parent volumes