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5,421 Commits over 700 Days - 0.32cph!

1 Year Ago
merge from tincan_alarm
1 Year Ago
merge from main
1 Year Ago
Fixed vehicles and trains not triggering the alarm Added a 1 second delay before the same entity can trigger the alarm again
1 Year Ago
Fixed the tunnels no build volumes I missed
1 Year Ago
merge from tincan_alarm
1 Year Ago
Tin can alarm deployable in underwater labs
1 Year Ago
BlockPlacement tag
1 Year Ago
Fixed IO counter showing 1 by default instead of 0
1 Year Ago
merge from tincan_alarm
1 Year Ago
Block placement in NMS elevator shafts S2P
1 Year Ago
Block placement on Excavator belts and buckets S2P
1 Year Ago
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
1 Year Ago
Flagged above ground tunnel entrance prevent-building volume as Tunnels
1 Year Ago
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes Flagged train_tunnel_nobuild volume as Tunnels Tin can alarm now deployable in tunnels
1 Year Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
1 Year Ago
Ignore colliders excluding player movements when running auto crouch
1 Year Ago
merge from main
1 Year Ago
merge from tincan_alarm
1 Year Ago
Added prevent building volumes to the junkyard car shredder
1 Year Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
1 Year Ago
Moved harbor containers prevent building volume to client/server
1 Year Ago
Moved the oil rig prevent building volumes under the gameobject holding the MonumentInfo, so GetMonument does not return null and deploy volumes ignoring monument can work properly This fixes tin can alarms not deployable on oil rigs Also fixed the BBQ sitting in the water following the recent missing prefab fix S2P
1 Year Ago
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
1 Year Ago
merge from tincan_alarm
1 Year Ago
Not deployable on harbor swing bridge and containers - Changed the swing bridge layer from 'World' to 'Vehicle Large' - Added a prevent building volume to the containers
1 Year Ago
Wire not deployable on elevators
1 Year Ago
Fixed vehicles still colliding with the wire end collider
1 Year Ago
merge from tincan_alarm
1 Year Ago
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
1 Year Ago
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer) Disabled collision with player vehicles and AI vehicles Tweaked the deploy volumes again
1 Year Ago
Added a way to override the placement layer mask of a deployable prefab
1 Year Ago
Triggered by opening doors Updated protection values so it can take damage from fire
1 Year Ago
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
1 Year Ago
Not deployable on tugboats Not deployable underwater Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
1 Year Ago
Fixed tin can alarm deployable on itself
1 Year Ago
Fixed wallpaper pickup always giving default skin item
1 Year Ago
Fixed right click opening the pie menu while holding wallpaper
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
merge from tincan_alarm
1 Year Ago
scaled up the icon a wee bit
1 Year Ago
Update the wire positions when playing the wobble animation Tweaked main collider
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