branchrust_reboot/maincancel

25,881 Commits over 3,075 Days - 0.35cph!

47 Minutes Ago
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2 Hours Ago
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5 Hours Ago
Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false
Today
Added "entcount" admin command, prints out all entities associated with a given player (TC auth, lock auths, etc) Supports an optional entity name parameter to filter results (eg. lock.code) Supports --json
Today
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Yesterday
Vedning machine map clusters now have a green circle to better stand out on the map
Yesterday
Expose limit fps in background option in Screen section of Options menu
3 Days Ago
Fix tooltip shadows rendering like rectangles instead of nice soft shadows like they were supposed to be
3 Days Ago
merge from options_dropdown
3 Days Ago
Added missing interaction sound to ration box
3 Days Ago
Larger locker interaction collider in the camper
3 Days Ago
Stopped fixcars command still filling engine parts in destroyed vehicles
4 Days Ago
Delete unused ApexAIStorage folder leftover from the Apex purge
4 Days Ago
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4 Days Ago
Train fuel wagon LGF max 300->900 and min 100->400
4 Days Ago
Updated deer raw, cooked and burned icons
5 Days Ago
Paddle viewmodel - Fixed bug with vm vanishing during attack anim - Added admire anim & hooked up in animator
5 Days Ago
Debris building blocker now immune to explosive damage - Often destroyed in follow-up rocket hit allowing rapid repairs
5 Days Ago
Disabled vehicle collision on pumpkins
5 Days Ago
Fixed white berries too
5 Days Ago
Change all growable plant checks to use Debris layer, fixes being able to place multiple plants in the same planter slot
6 Days Ago
Merge from server_browser_ui
6 Days Ago
Change rotate behavior for the sign painting UI so it's more intuitive (rotates in the direction you move the mouse) Increase the sensitivity for panning in the painting UI Also in case you didn't know like me, you can pan in the painting UI by moving the mouse with shift+RMB held down
6 Days Ago
Update the painting UI palette to one that has a lot more colors (last changed in 2015!)
6 Days Ago
Disabling "position" vertex compression due to persistent decals flickering across many areas - requires additional performance testing and verification but local testing shows no issues
6 Days Ago
Moved various objects away from the Ragdoll layer, so that we can allow actual corpse ragdolls to collide with vehicles while still having vehicles pass through small plants and bushes Debris is generally the best alternative as it matches Ragdoll in that player collision ignores it, and player interaction detects it. The main difference is Debris ignores bullets and Ragdoll does not, so large solid objects can need a different option. Summary of changes: - Pumpkins, potatoes, hemp, corn, berries moved from Ragdoll to Debris. - Generic item drop containers moved from Ragdoll to Debris. - Various special event collectables moved from Ragdoll to Debris. - Some vehicle storage containers moved from Ragdoll to Vehicle Detailed. - Wood-Collectable and Halloween-Wood-Collectable moved from Ragdoll to World (unlike Ragdoll, the Debris layer ignores bullets, so large solid objects shouldn't use Debris). - GrowableHeatSource, GrowableGenetics, and CeilingLight now look for growables on the Debris layer instead of the Ragdoll layer.
7 Days Ago
Compile fix
7 Days Ago
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7 Days Ago
LoadMapFile has a button to create a new empty / template scene with everything it needs for a map file to be loaded into
7 Days Ago
Remove my DoPrepareAll method. This is in fact one already, not easily detectable as it works via reflection.
7 Days Ago
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7 Days Ago
Trees have FilterRadius = 2 to ensure some distance from rails
7 Days Ago
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius
7 Days Ago
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7 Days Ago
Fixed gate external stone gates displaying incorrectly at a distance
7 Days Ago
Ensure environment / lighting parameters are updated after loading screens (to prevent outdated lighting until the player starts moving)
7 Days Ago
Fixes from running DoPrepare on everything. Why is it exclusively my stuff that needed it 😓
7 Days Ago
Cherry pick my DoPrepareAll method
7 Days Ago
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
7 Days Ago
Merge from modding_prefabs
10 Days Ago
Extended locker interaction colliders on the camper to provide access from the outside when in destroyed state
10 Days Ago
Moved the 45-degree offset angle check into the vehicle engine module specifically. Fixes it affecting the modules on the camper.
10 Days Ago
Removed the ItemContainer parameter from GetIdealSlot because it's always the storage container's own ItemContainer anyway, and wouldn't really make sense to pass anything else
10 Days Ago
Minor edit to modular_car_V8_engine_storage removing unnecessary overrides.
10 Days Ago
Fixed EngineStorage GetValidSlot looking at the container the item is in now, instead of the target container. Fixes right-click or hover loot transfers into modular car engines often not working.
10 Days Ago
Increased parent trigger size on the base WorkCart to match the above-ground variant that already had coupling. Facilitates moving between coupled cars.
10 Days Ago
Added coupling points to underground WorkCart trains (Helk approved)
11 Days Ago
merge from ai_ignore_improvements
11 Days Ago
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11 Days Ago
Fixed several spawn populations theoretically being allowed to spawn on rail