11,556 Commits over 3,591 Days - 0.13cph!
Enable saving on armor entity.
Don't disable saving on armor entity in code.
Consume item.
Added HotAirBalloonEquipment.
Armor is now a HotAirBalloonEquipment.
Handle adding/removing equipment entities.
Base functions for modifying stats.
Gib spawning without parenting.
Added HotAirBalloonArmor class and re-setup the prefab using it.
Added ItemModChildIO component to rack items so they redirect to light entities for power usage display info.
Size, collision, sockets, deploy updates
Update placement collider and cell counts to match new art
Fixed light passthrough labels
Stand drop position tweak
Updated drop positions for weapon racks
Test changes to pivots. Reuse a single pivot instead of creating multiple.
WeaponRackGhost cleanup, including converting to static class.
Added some additional NRE checks server-side.
Clear, don't new array.
Moved an array to client only.
Changed a hashset to a list.
Refactor gridcell slot lookup referencing.
some more cleanup and a potential NRE fix
Removed duplicate gibbable script from standing weapon rack
merge from hold_to_reload
Cleaned up implementation and handled a few extra scenarios.
Weapon rack reload menu option has to be held for the amount of time it would take to manually reload the selected weapon.
Added (hidden) item defs for weapon rack lights.
quick test of radial menu action hold timers