1,766 Commits over 366 Days - 0.20cph!
Show "Blocked by X" when blocked by a building block
Failed SphereCheck and AreaCheck will now show "Not stable enough" by default instead of "Not enough space"
BuildingProximity error messages localized
Updated "Placing through walls" error for "Line of sight blocked"
NPC localization compile fix
Updated helis dummy repair item names so we can display accurate building errors
Added new "Blocked by X" building errors for players, horses, modular cars and scientist npcs
Localized NPC names
Adjusted AreaCheck and SphereCheck socket mods default messages
Added detailed fail messages and/or re-order priorities on a few item prefabs
- Tool cupboard
- Water pump
- Drone
- Fish trap
- Floor spikes
- Gravestones
- All seeds
merge from spectate_blackout_fix
Fixed spectator getting a black screen when the spectated player dies
Added a setting for errror toasts to be displayed on top of everything, so they can be seen when the in inventory and other menus
Set a few of them to show on top
More error messages localized and toasted: legacy deployer, vending machines, spraycan, inventory
Vehicle locked/unlocked messages localized and toasted
Player inventory, storage containers and player belt fail messages localized and toasted
Minor socket mods fail messages tweaks
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes
- fixes the tin can alarm not deployable in caves
- fixes barricades not deployabled around caves
Ran S2P on all cave scenes
Localized and toasted repair failed errors
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
Localized server side building errors
Moved them out from the chat to the new toast UI
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
Refactored socket mods error messages, added new messages and localized the hardcoded ones
Added an admin convar to disable the tin can alarm wire culling, for cinematic purposes
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
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
Cancel wire deployment if the player died
Demo NRE fix
Fixed the wire deployment DDraw lines ghosting (applied the same fix to the WireTool)
Tweaked the deploy volumes to allow closer placement from other deployables
Improved wire through walls checks
Protection values again, forgot to CTRL+S last time
Elevators can now trigger the tin can alarm, because why not
Updated protection values
Fixed tin can alarm triggered multiple times when crossed while mounted to a vehicle
Refactored wire checks and fixed a missing Pool.FreeList
Added tin can alarm to T1 tech tree
Updated craft recipe
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
Fixed vehicles and trains not triggering the alarm
Added a 1 second delay before the same entity can trigger the alarm again
Fixed the tunnels no build volumes I missed
Tin can alarm deployable in underwater labs
Fixed IO counter showing 1 by default instead of 0
Block placement in NMS elevator shafts
S2P
Block placement on Excavator belts and buckets
S2P
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
Flagged above ground tunnel entrance prevent-building volume as Tunnels