1,249 Commits over 274 Days - 0.19cph!
Added a way to override the placement layer mask of a deployable prefab
Triggered by opening doors
Updated protection values so it can take damage from fire
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Not deployable on tugboats
Not deployable underwater
Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Fixed tin can alarm deployable on itself
Fixed wallpaper pickup always giving default skin item
Fixed right click opening the pie menu while holding wallpaper
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scaled up the icon a wee bit
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