userFlaviencancel

1,249 Commits over 274 Days - 0.19cph!

3 Months Ago
Added the name of the entity blocking placement in the case of a prevent building volume "Cannot build in this area" -> "Blocked by X" Added a new message for deployable that need to be placed on water Localized the rest of the building error messages
3 Months Ago
Refactored socket mods error messages, added new messages and localized the hardcoded ones
3 Months Ago
Added an admin convar to disable the tin can alarm wire culling, for cinematic purposes
3 Months Ago
Initial work on better building error messages - Created a new toast type for building errors, more responsive and quicker to hide - Moved them from the chat to UI toasts (added a new convar) - Moved the building error code into its own file
3 Months Ago
merge from tincan_alarm
3 Months Ago
Set the tin can alarm to use the Harvestable layer for now, fixing the vehicle clipping checks and horse collisions They won't take damage from explosions and fire as a result, will work on a proper fix next month
3 Months Ago
merge from tincan_alarm
3 Months Ago
Cancel wire deployment if the player died Demo NRE fix
3 Months Ago
Fixed the wire deployment DDraw lines ghosting (applied the same fix to the WireTool)
3 Months Ago
Tweaked the deploy volumes to allow closer placement from other deployables Improved wire through walls checks
3 Months Ago
merge from tincan_alarm
3 Months Ago
Protection values again, forgot to CTRL+S last time
3 Months Ago
Elevators can now trigger the tin can alarm, because why not
3 Months Ago
merge from tincan_alarm
3 Months Ago
Updated protection values
3 Months Ago
Fixed tin can alarm triggered multiple times when crossed while mounted to a vehicle
3 Months Ago
merge from tincan_alarm
3 Months Ago
Refactored wire checks and fixed a missing Pool.FreeList
3 Months Ago
Added tin can alarm to T1 tech tree Updated craft recipe
3 Months Ago
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
3 Months Ago
merge from tincan_alarm
3 Months Ago
merge from main
3 Months Ago
Fixed vehicles and trains not triggering the alarm Added a 1 second delay before the same entity can trigger the alarm again
3 Months Ago
Fixed the tunnels no build volumes I missed
3 Months Ago
merge from tincan_alarm
3 Months Ago
Tin can alarm deployable in underwater labs
3 Months Ago
BlockPlacement tag
3 Months Ago
Fixed IO counter showing 1 by default instead of 0
3 Months Ago
merge from tincan_alarm
3 Months Ago
Block placement in NMS elevator shafts S2P
3 Months Ago
Block placement on Excavator belts and buckets S2P
3 Months Ago
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
3 Months Ago
Flagged above ground tunnel entrance prevent-building volume as Tunnels
3 Months 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
3 Months Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
3 Months Ago
Ignore colliders excluding player movements when running auto crouch
3 Months Ago
merge from main
3 Months Ago
merge from tincan_alarm
3 Months Ago
Added prevent building volumes to the junkyard car shredder
3 Months Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
3 Months Ago
Moved harbor containers prevent building volume to client/server
3 Months 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
3 Months Ago
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
3 Months Ago
merge from tincan_alarm
3 Months 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
3 Months Ago
Wire not deployable on elevators
3 Months Ago
Fixed vehicles still colliding with the wire end collider
3 Months Ago
merge from tincan_alarm
3 Months Ago
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
3 Months 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