branchrust_reboot/main/qol_dec_22cancel

22 Commits over 30 Days - 0.03cph!

1 Year Ago
Fixed corpse backpacks not using item based despawning
1 Year Ago
Allow cloning of food (corn, pumpkins, potatos) at a slightly earlier stage
1 Year Ago
Change "Lower to bottom floor" to "Top Floor" / "Bottom Floor" & make it the default option for elevators
1 Year Ago
Dropped item containers (not corpse backpacks) will always take 2 hours to despawn regardless of contents Added "itemdespawn_container_scale" convar which defaults to 2
1 Year Ago
Don't spawn fireballs when minicopter / scrap heli dies to decay
1 Year Ago
Fixed search for auto turret authorize reseting after each player is clicked
1 Year Ago
Also show "you died first" if you are wounded
1 Year Ago
Merge Main -> QOL Dec 22
1 Year Ago
Use a new "InUse" flag for the "any mounted?" check on vehicles, since the Busy flag I was using in 77518 blocks interaction. I could override that behaviour for vehicles, but better to keep the standard behaviour I think.
1 Year Ago
Grammar adjustment to chat message: "Turned central locking..."instead of "Turn central locking..."
1 Year Ago
Unsaved change from prev commit
1 Year Ago
Refactored UpdateMountFlags method, and don't set Flag_AnyMounted on BaseMountable if it's a BaseVehicle.
1 Year Ago
Driver can now steer a modular car when engine is off. Allows for one person pushing, one steering. Code changes: Clients can now get info on whether anyone is mounted to a vehicle. The client vehicle tick now runs when anyone is mounted, not just when on or moving.
1 Year Ago
MLRS entity bounds fixes
1 Year Ago
Merge Main -> QOL Dec 22
1 Year Ago
Restored Petur's caboose minilights. Issues with CullingVolume cured.
1 Year Ago
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
1 Year Ago
Don't bother checking keycode FX if the whole object is disabled
1 Year Ago
Merge Main -> QOL Dec 22
1 Year Ago
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
1 Year Ago
Lock destroyable effect for modular car keycode locks (not hooked up yet)
1 Year Ago
Moved MLRS UI out a little - hopefully fix z fighting