4,307 Commits over 1,919 Days - 0.09cph!
Added a placeholder menu item for BaseGiggableEntity to allow items to be "dug" via interaction (until spades work...)
Flag markers grant items when dug up.
Diggable entity wip stuff
Spawn flag entity when a sweetspot is fully detected
Removal basics (very wip)
more wip placeholder UI and sweetspot detection
Hunting trophy compile fix when neither server nor client
Detection point and debug gizmos.
Location point generation and handling.
UI distance clamping.
Use radius for long range detection.
Source, detection and UI basics.
Initial states wip.
Held entities can now block sprinting.
Reduce movement speed and block sprinting when in sweetspot detection state.
Initial UI setup/prefab/boilerplate code.
Basic initial item/prefabs setup
Improve look hit detection for custom weapon racks
Single rack deploy guide meshes
merge from metaldetector (easier than updating 2 year old branch)
WantedPoster server compile fix
merge from single_item_wrs
Remaining item configs.
Scene.
Save.
Editor context menu option to help test placements
test configs, scene, save
tweaked editor script for placement
merge from base_decor_dlc
Weapon racks can force a rotation.
Weapon racks can be set to create pegs or not.
Test rack item.
More wip.
Added custom rack type checks
If custom rack type, always assume single slot
Force position test. Scene & save file.