userBill Bcancel
branchrust_reboot/main/DestroyableRoadsignscancel

24 Commits over 31 Days - 0.03cph!

46 Days Ago
Rebuilt other monuments
comment
46 Days Ago
Fix Compound monument
comment
49 Days Ago
Remove now-unused default bounds
comment
49 Days Ago
TryGetEntityBounds for the gizmo to use
comment
49 Days Ago
Code Review: Use CheckBounds instead of HasSpaceToSpawn
comment
57 Days Ago
Manifest rebuild after merge
comment
57 Days Ago
Merge from Main ->DestroyableRoadsigns
comment
57 Days Ago
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
comment
57 Days Ago
Move roadsigns to Default layer (was World)
comment
57 Days Ago
Set roadsign spawner respawn times
comment
2 Months Ago
Rebuild manifest to update roadsign IDs
comment
2 Months Ago
Fix client compile
comment
2 Months Ago
Hide road signs beyond 70m away
comment
2 Months Ago
- Use a bounds check instead of radius check for IndividualSpawner - Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
comment
2 Months Ago
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
comment
2 Months Ago
Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
comment
2 Months Ago
Remove road signs from my test map
comment
2 Months Ago
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
comment
2 Months Ago
Move roadsigns to the props folder
comment
2 Months Ago
Created roadsign entity spawners. Converted all road signs at monuments and on Hapis from roadsigns to roadsign spawners. Add visual gizmo to individual spawner.
comment
2 Months Ago
IndividualSpawner work
comment
2 Months Ago
IndividualSpawner
comment
2 Months Ago
Merge from Main -> DestroyableRoadsigns
comment
2 Months Ago
Initial work on making road signs into destroyable entities
comment1 Comment