2,988 Commits over 486 Days - 0.26cph!
Update the wire positions when playing the wobble animation
Tweaked main collider
Wobble animation when triggered
Triggered when damaged
Not deployable inside trees
Always look up and don't use the target normal
Wire deployable on the Deployed layers
Tin can alarm deployable anywhere in monuments
Removed collisions with players
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Tin can alarm art implemented
Tin can alarm deployable in monuments (in terrain only for now)
Adjusted deploy volume and colliders
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
Wire deployable on trees
Minor placement fixes
Cleanup
Models and materials folders
Recipe, description and placeholder icon
AI can now trigger tin can alarms
Placeholder audio, repair & protection values
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
Fixed ConversationManager Update NRE
Client compile fix, code cleanup
Wire deployment cancel condition
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
Line of sight checks when placing down the wire
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Refactored the wire deployment code
Can now press E to arm the trap, if not armed already
Wire invisible over ~4 meters
Added distance-based culling to the wire shader
Code cleanup, compile fixes
Wallpapers skins unlocked by default
merge from firemode_improvements
Added fire mode switch sound to the rest of the guns
Wire deployment, player detection
Baseline, added item and entity prefabs
Minor placement check fix, sockets handle position tweaks
Wallpaper reskinnable using the spraycan
Fixed seismic sensor vibration level not reset when unpowered
Play a sound when changing fire mode and keep the indicator icon enabled when switching to other items
Added first 3 wallpaper skin variants
Make sure isAnimating is set to true on both client and server
Fixed retro toolcupboard NRE introduced by
100365
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Fixed LTDescrOptional NRE error caused by retro TC screens