reporust_rebootcancel

121,613 Commits over 4,048 Days - 1.25cph!

2 Years Ago
New Server Browser UI
2 Years Ago
merge from steam_auth_tracking
2 Years Ago
Shopfront compile fix
2 Years Ago
more on bandittown xmas prefab, added some more icicle variants to static prefabs
2 Years Ago
Optimizations
2 Years Ago
updated test save
2 Years Ago
merge from ah_7
2 Years Ago
Reduced the crafting time for embrasures
2 Years Ago
Reduced the crafting time for all grenades
2 Years Ago
temp code for placement effect test
2 Years Ago
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2 Years Ago
merge from nicer_underwater_labs
2 Years Ago
merge from qol_nov_22
2 Years Ago
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
2 Years Ago
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks. - At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock. - Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones). - Once you've entered the code once, you're whitelisted and don't have to enter it again. - No guest codes, but I'm open to adding them if there's significant demand.
2 Years Ago
Fixed fuel tank interaction not working with keycodes
2 Years Ago
Vehicle keypad entry now supports all interaction types (storage etc), not just mounting
2 Years Ago
Throw-mounting works with new row setup
2 Years Ago
merge from main
2 Years Ago
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
2 Years Ago
Set lock destroy health to 20%
2 Years Ago
Fixed cryptic networking errors when spawning a car. It seems that you can't create new class instances inside a Load method. CarLock was being created there in some situations. Fixed car locks getting errors if the save file had a null lock code.
2 Years Ago
ModularCarLock revert Save changes
2 Years Ago
Fixed the vehicle code lock light state not always being visually correct on loading from save. Modular car now has its own code lock protobuf content. Manifest rebuild.
2 Years Ago
More dressing & some prefab mat tweaks
2 Years Ago
Fixed missing mats on player prefabs
2 Years Ago
Temp hair and skin materials
2 Years Ago
Midi binds link backup
2 Years Ago
Ignore config update
2 Years Ago
Updated CreateMenuPrefabs
2 Years Ago
Additional skeleton prefabs
2 Years Ago
Temp skin materials
2 Years Ago
Use Player folder instead of PlayerMats Improved naming iterator Move materials into Hair, Skin and ItemSkins folder
2 Years Ago
Wrong branch :(
2 Years Ago
Deployables no longer take components to repair
2 Years Ago
CopyPlayerTool now attempts to reuse matching materials in the Assets/Media/Materials/PlayerMats folder instead of creating new materials when copying hair and skin
2 Years Ago
Fixed server compile issue. Fixed changing lock code at the lift not updating the UI.
2 Years Ago
Fixed z fighting on module code locks. Fixed visuals not updating immediately after lock removal.
2 Years Ago
Package remove (unused)
2 Years Ago
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2 Years Ago
Code lock entry fail effect now plays on all code locks attached to the vehicle
2 Years Ago
Only show "you died first (reason)" when requesting your own combatlog
2 Years Ago
Fix locker items going into first free slot
2 Years Ago
Fix multiple items going into first available slot when all slots are full
2 Years Ago
HLOD generation now ignores GameModeObjectToggle components Fixes reclaim terminal appearing in outpost HLOD Updated outpost HLOD assets, prefab is unchanged
2 Years Ago
Piano no longer uses closest midi note if it's missing a note
2 Years Ago
Disabled xmas lightstrip prefab
2 Years Ago
Merge fron nov22_community_merges
2 Years Ago
adjusted the offset to the arrow graffiti mesh on the caboose
2 Years Ago
Merge from main