195,768 Commits over 4,110 Days - 1.98cph!
Reduced crafting time of all modular car engine components from 30s to 10s
Return MLRS to zero rotation when not in use
Put the MLRS black material back
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Hesco barrier final art - Models and prefabs
Added a generic fabric generic detail map
Less strict locker placement
cherrypicking RGB
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If attempting to build something too close to a monument, print the translated name of the monument in the error eg."Cannot build this close to Bandit Town"
Set up UI daskboard map screen. Disabled the "black" material for now in order to hide the greybox screen glass and show my UI instead.
Set up mount and dismount points
Set up MLRS firing points
Added an extra check to stop dances endlessly looping incorrectly
Allow MLRS to use either the low or high solution for firing angle
MLRS pivot angle fixes for the new model
WIP setting up MLRS model. Swapped my temp model over for the real thing and set up weapon platform rotation.
Fixed a case where the first connected speaker in a chain wouldn't play correctly if it was connected to a boom box
Catch some connected speaker errors
Remove the trigger exit code in BaseMountable. Handle it on tick in TriggerParent. The check is essentially free and this keeps everything together.
Added option to have TriggerParent accept mounted players. Turned it on for WorkCart and Cargo Ship.
Being mounting inside the trigger lets a player dismount in local trigger-space, which means client and server will sync up. Otherwise the client/server delay can have them dismounting into invalid space.
I had previously added "unparentOnMount" to BaseMountable as an option for the Cargo Ship microphone to fix the same bug. Refactored it to the new system; it can just check whether the trigger has parentMountedPlayers set to true now.
Fixed not being able to click on code lock UI buttons
Reassign the sign content in the database instead of reading it out and then writing it back in
Backblast & related files
Merge VehicleParenting -> general_qol
Add a separate trigger for vehicles that starts at the ship deck level - stops rowboats being able to stick to the side of the ship via the main trigger.
Don't let players outside of the module open the locker
Fixed locker and bbq references not properly loading
Increased weight (340->400)
Renamed and moved camper sleeping bag entity
Update camper barbecue with the igniter models
Simplified IsOnThisModule check
Fixed individual gibs not dropping when vehicle takes gibs
Signs cleanup and comments
Removed the clientCollider/serverCollider code from BaseBoat. Since we now rely on convex colliders at all times, it's no longer needed.
Opening/closing doors while crawling now takes three seconds
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Fixed a couple of prefab import issues
- Camper code review: Adjusted name and description to match the others.
- Made modules user-craftable by default instead of overriding the setting on each one.
Camper code review: Moved icon
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