userFlaviencancel
branchrust_reboot/main/tincan_alarmcancel

78 Commits over 31 Days - 0.10cph!

1 Year Ago
Wobble animation when triggered Triggered when damaged
1 Year Ago
compile fix
1 Year Ago
merge from main
1 Year Ago
Not deployable inside trees Always look up and don't use the target normal
1 Year Ago
Wire deployable on the Deployed layers
1 Year Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
1 Year Ago
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1 Year Ago
Tin can alarm art implemented
1 Year Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
1 Year Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
1 Year Ago
Wire deployable on trees Minor placement fixes Cleanup
1 Year Ago
Models and materials folders
1 Year Ago
Recipe, description and placeholder icon
1 Year Ago
AI can now trigger tin can alarms
1 Year Ago
Placeholder audio, repair & protection values
1 Year Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
1 Year Ago
Client compile fix, code cleanup
1 Year Ago
Prefab tweaks
1 Year Ago
Wire deployment cancel condition
1 Year Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
1 Year Ago
Line of sight checks when placing down the wire
1 Year Ago
merge from main
1 Year Ago
Refactored the wire deployment code Can now press E to arm the trap, if not armed already
1 Year Ago
Placeholder model
1 Year Ago
Wire invisible over ~4 meters
1 Year Ago
Added distance-based culling to the wire shader
1 Year Ago
Wire deployment, player detection
1 Year Ago
Baseline, added item and entity prefabs