reporust_rebootcancel

130,084 Commits over 4,232 Days - 1.28cph!

1 Year Ago
Removed old commented-out code
1 Year Ago
- WIP audio source setup - Radio now turns off when the engine turns off - Setup radio play interactions, sfx and the 3 default stations
1 Year Ago
Fixed ore tests following the recent hot spot changes
1 Year Ago
Ores test compile fix
1 Year Ago
merge from main
1 Year Ago
merge from qol_dropbox_new_slots -> main
1 Year Ago
Fix item filter on mailbox input
1 Year Ago
Fix mailbox loot panel after splitting into two inventories
1 Year Ago
Increase dropbox from 1 input slot -> 4 input slots Create a different loot panel for dropbox vs mailbox considering different number of slots Split dropbox code into two different inventories instead of filtering slots based on input / storage - fixes items right clicked into dropbox storage going into dropbox input slots - fixes industrial able to push/pull from dropbox input slots
1 Year Ago
Merge from discofloor_rotation
1 Year Ago
Both DIsco floor variants can now be rotated while still being snapped to a neighbouring tile Uses a new applyPostRotationSnapping option on the attraction socket mod
1 Year Ago
Fixed noclipping breaking held entities entirely
1 Year Ago
Removed flat fuel consumption when triggering the battering ram
1 Year Ago
Fixed exception when moving the current held entity item to another hotbar slot while it was equipped with a shield
1 Year Ago
Fixed battering ram firing replication
1 Year Ago
- Add purchased items to purchase history - Changes to protobufs
1 Year Ago
- Some initial protobufs - RPC setup
1 Year Ago
merge from ocean-edges-issue
1 Year Ago
drawbridge lods and ladders
1 Year Ago
mitigate water Z-fighting with terrain at shore
1 Year Ago
Fixed item radioactivity NRE when loading a save with item that doesn't exist (happen a lot when switching in between aux2 and main using the same save)
1 Year Ago
Progress on moving over hackweek car radio code to its own class ModularCarRadio as a child entity of BaseVehicleModule and no longer in VehicleModuleSeating. Commented out old code and got client UI interactions working again. Still needs sound setup
1 Year Ago
Can't operate waterlogged ballista and catapult
1 Year Ago
catapult - spring position fix
1 Year Ago
ballista ammo textured
1 Year Ago
catapult - updated reload anim with chain bug fix
1 Year Ago
More clean up
1 Year Ago
Can't pull and reload a catapult at the same time
1 Year Ago
Fixed catapult push interaction showing when looking at ammo, reload and fire points
1 Year Ago
Make bradley, heli and shark respect the "ai.addIgnorePlayer" and "ai.ignorePlayers" admin command
1 Year Ago
Tweaked battering ram water logged point Fixed "occupied" being shown when not looking at the occupied mount point
1 Year Ago
viewmodel wooden shield viewable arm test anims
1 Year Ago
Fixed siege weapon release interaction showing "Release the boat"
1 Year Ago
- Added big ass vehicle world colliders for better vehicle -> vehicle siege tower collision - Siegetower was using drawbridge 1 as its network model?
1 Year Ago
Battering ram constructable switched to additive mode Added stage 4
1 Year Ago
Added repel and hurt trigger inside the tower in case you manage to glitch in
1 Year Ago
Fixed battering ram front wheels disappearing Fixed the effects rotating with the wheels
1 Year Ago
Fixed doubled up siege tower doors
1 Year Ago
Re-enabled sync position on battering ram door
1 Year Ago
Tweak battering ram prevent building volume
1 Year Ago
Siege tower: - no longer spams sound errors - tried to fix duplicate doors
1 Year Ago
Re-enabled front door colliders on siege tower
1 Year Ago
workcart_box_fix -> main
1 Year Ago
Prevented work cart box model from going invisible due to the LOD
1 Year Ago
Moved box into the other corner (looks better on the above ground carts)
1 Year Ago
Regenerate code
1 Year Ago
Fixing LOD3 and 4 materials for Catapult
1 Year Ago
jungle skin prefabs setup progress - floor frames, wall frames
1 Year Ago
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1 Year Ago
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