6,829 Commits over 2,526 Days - 0.11cph!
Clean up of now unused code + inspector hookups
Fixed recharge countdown display
Correctly allow mounting the computer during final descent/impact.
Fix countdown display issues.
Switch instantly to the recharging/cooldown screen after impact.
Hide the timer when mounting after lockin
Refresh screen when flags change too for instant important updates
Change to invoke instead of Update for map display
Profile monitor map udates
Change to insert x MORE, to be clear that it's the missing count, not total required count.
Powerup error toast now reads "Insert x Tech Trash" instead of just "Not enough items"
Screen map now only renders when the control computer is powered up.
Fix computer not being mountable for read only map view when satellite is descending
Merge from playermaintainedmonuments
Null check player in RPC_FireThruster
Server-side mount enforcement check for power
Abort the launch in the (unlikely) event the final lock-in search fails, prevents potentially locking up the event.
Manually force global broadcast, just incase - particularly for saves.
Fix safety delay not working with a potential range
Fixed the satellite prefab path for test commands
Enable saving on Satellite.entity again
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
Trying new impact detection method out
Add debug drawing for impact
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
Merge from playermaintainedmonuments
Merge from monument_cc_logging
Remove control seeat from launch site
s2p
Add the control chair to the control computer prefab itself
Fix mount anchor visibillity.
Fix insanely large bounds after prefab/art changes.
Logging to figure out mount issue with control computer at monument
SatellitControlComputer.static.entity fixes and remove old disabled art
Disable saving on static control computer prefab
Merge from playermaintainedmonuments
Merge from satellite_crash, keeping the monuments in conflict from this branch
Add a hoverloot variant/keybind that only moves item types that already exist in the target container.
Added the twitch drops render scene to the "Scenes" unity menu
Deleted an old, broken prefab in scene
Bunch of cleanup and refactor iterating,
Shrink satellite kill radius to match the new (smaller) satellite model.
Fix model offset so it is centered in prefab.
Compact some serialization
Merge from targeting_refactor
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.