reporust_rebootcancel

134,214 Commits over 4,444 Days - 1.26cph!

6 Years Ago
Merge from prefabattribute
6 Years Ago
Remove a null check in DestroyGib that doesn't seem to be needed anymore
6 Years Ago
Server compile fix
6 Years Ago
Taking a guess at fixing VehicleEditingPanel NRE
6 Years Ago
Cancel chassis destroy timer if a module is added during the countdown
6 Years Ago
Edit large flatbed name to be different from the small one
6 Years Ago
Compile fix again
6 Years Ago
Fix compile
6 Years Ago
merge from main
6 Years Ago
Added lockable conditional and set up central locking with it. We can use this for any future lock visuals also.
6 Years Ago
Replace central locking placeholder with final version
6 Years Ago
tweaks to gate prefab (lock position) updated collider
6 Years Ago
Updated external wooden walls and gate to match new model
6 Years Ago
prevent animals from targeting players in safe zones
6 Years Ago
Merge from random_opt
6 Years Ago
Fix skipping a light when one is removed
6 Years Ago
Merge from main
6 Years Ago
Adjust module world colliders - smoother on ramps etc.
6 Years Ago
Replace colliders on the other version of powerline_pole_a as well
6 Years Ago
Update power poles to use capsule colliders instead of mesh colliders, for better collision calculation
6 Years Ago
Move car module visuals that were on the Vehicle Detailed layer to the Default layer
6 Years Ago
update lock/vehicle texture
6 Years Ago
adding central lock model, updating vehicle texture
6 Years Ago
Fixed codelock position on wood gate, modified model to have a dedicated socket for it
6 Years Ago
Remove scriptable objects and associated systems Update overrides
6 Years Ago
Merge from gib_pool
6 Years Ago
Got PrefabAttribute gibbables working on modular vehicles
6 Years Ago
Updated ConstructionSkin to spawn gibs
6 Years Ago
Fix central locking in the case where the game is saved with a driver in a car with central locking off. Central locking is now correctly re-enabled on load when the driver is kicked out.
6 Years Ago
Merge car central locking changes -> Main. New central locking system prevents players without a key from mounting a lockable car, but a driver can unlock the doors if desired once inside. Placeholder graphics for now. Protocol++.
6 Years Ago
Speculative fix for NRE in TriggerBase
6 Years Ago
Central locking placeholder visuals
6 Years Ago
fixed bandit town safe zone
6 Years Ago
Central locking functionality, along with some refactoring
6 Years Ago
Updated wind settings on new grass
6 Years Ago
fully encapsulated bandit town in a safe zone
6 Years Ago
Fixed FillMlPerSec not working correctly in BaseLiquidVessel. Updated water bottle, jug and bucket fill rates so refill times match the pre-fix rates.
6 Years Ago
Fixed pool, board, gibs errors Updated beach chair volumes
6 Years Ago
Removed duplicate volume check on table, accurate volumes, added deployable decay 8/8
6 Years Ago
Fixed read/write gibs errors on table and chair
6 Years Ago
Menu background update
6 Years Ago
Merge from Vehicles -> LockOutDriverSeat, going to add central locking
6 Years Ago
Prevent players without key/lock authorisation from pushing cars that are in safe zones
6 Years Ago
Open fuel is always default interaction when looking at fuel container on minicopter
6 Years Ago
Slight road terrain offset tweak to prevent ground peaking through around intersections
6 Years Ago
Merge from main
6 Years Ago
Fixed roadside decor sometimes spawning on road at intersections Moved roadside decor slightly further away from the road
6 Years Ago
Smoother road layout (both vertically and horizontally) Smoother road joining (at intersections)
6 Years Ago
small wooden box can no longer be deployed inside trees
6 Years Ago
Large banners now decays when placed outside of building priv