reporust_rebootcancel

98,468 Commits over 3,683 Days - 1.11cph!

25 Days Ago
merge from external_holdtobuild
25 Days Ago
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
25 Days Ago
Fixed reversed suspension on new bike model (suspension still needs other work)
25 Days Ago
Merge from child branch (don't know how that happened)
25 Days Ago
Server side check
25 Days Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
25 Days Ago
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
25 Days Ago
Deploy guide parenting fixes, still need to fix the bounds check
25 Days Ago
Add debris to square & triangle foundations - debris added to all foundation wall sockets - 1 debris added on terrain in center of foundation https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
25 Days Ago
Cleanup
25 Days Ago
Occlude underwater rendering.
25 Days Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
25 Days Ago
Looping fix.
25 Days Ago
Recorder preset unsaved change
25 Days Ago
Screen shake configuration and pooling scripts.
25 Days Ago
WIP making cargo dock at both harbors
25 Days Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
25 Days Ago
updating motorbike temp model/prefab
25 Days Ago
Fixed artifacts on torch flame.
25 Days Ago
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
25 Days Ago
Temporary code to automatically pause the editor when a long stall is detected. Should hopefully preserve the profiler at the point we need to see it
25 Days Ago
Remove PingEstimator editor spam
25 Days Ago
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
25 Days Ago
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
25 Days Ago
C4 & satchel will mark the BuildingBlock it lands on as "damaged" when it sticks to it (but deal no damage until it blows up) - prevents players from upgrading building block in the 10 seconds before C4 blows up
25 Days Ago
Allow xmas ice high walls to be demolished too
25 Days Ago
Fix ContextMenu opening (with no options) when high walls are past their demolish timer of 10 minutes
25 Days Ago
Fix funky TOD behavior on nexus enabled servers, hopefully
25 Days Ago
Allow high walls & external gates to be demolished - move demolish code from BuildingBlock -> StabilityEntity - add `canBeDemolished` field - add `demolish_seconds` convar (default 10m) to control demolish time
25 Days Ago
merge from roulette_random
25 Days Ago
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26 Days Ago
FX meta spam
26 Days Ago
Merge cleanup.
26 Days Ago
Various fixes / post-merge unfuckery.
26 Days Ago
merge from auto_map_upload
26 Days Ago
Compile fix
26 Days Ago
Add ability to put items into backpack by dragging the item onto the equipped backpack (rather than opening backpack)
26 Days Ago
merge from static_workbench_slot_fix
26 Days Ago
merge from ai_zone_leak
26 Days Ago
merge from full_serverside_fall_damage_clean_diff
26 Days Ago
merge from auto_map_upload
26 Days Ago
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26 Days Ago
viewmodel prefab - set shell root object on vm script
26 Days Ago
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26 Days Ago
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26 Days Ago
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26 Days Ago
player update. exported/set up ak47 anim set
26 Days Ago
Removed DoorController redundant slot code
26 Days Ago
DoorController prefab: new sockets, updated lights