userFlaviencancel

1,766 Commits over 366 Days - 0.20cph!

6 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
6 Months Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
6 Months Ago
Ignore colliders excluding player movements when running auto crouch
6 Months Ago
merge from main
6 Months Ago
merge from tincan_alarm
6 Months Ago
Added prevent building volumes to the junkyard car shredder
6 Months Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
6 Months Ago
Moved harbor containers prevent building volume to client/server
6 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
6 Months Ago
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
6 Months Ago
merge from tincan_alarm
6 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
6 Months Ago
Wire not deployable on elevators
6 Months Ago
Fixed vehicles still colliding with the wire end collider
6 Months Ago
merge from tincan_alarm
6 Months Ago
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
6 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
6 Months Ago
Added a way to override the placement layer mask of a deployable prefab
6 Months Ago
Triggered by opening doors Updated protection values so it can take damage from fire
6 Months Ago
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
6 Months Ago
Not deployable on tugboats Not deployable underwater Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
6 Months Ago
Fixed tin can alarm deployable on itself
6 Months Ago
Fixed wallpaper pickup always giving default skin item
6 Months Ago
Fixed right click opening the pie menu while holding wallpaper
6 Months Ago
merge from main
6 Months Ago
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6 Months Ago
merge from tincan_alarm
6 Months Ago
scaled up the icon a wee bit
6 Months Ago
Update the wire positions when playing the wobble animation Tweaked main collider
6 Months Ago
Wobble animation when triggered Triggered when damaged
6 Months Ago
compile fix
6 Months Ago
merge from main
6 Months Ago
Not deployable inside trees Always look up and don't use the target normal
6 Months Ago
Wire deployable on the Deployed layers
6 Months Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
6 Months Ago
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6 Months Ago
Tin can alarm art implemented
6 Months Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
6 Months Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
6 Months Ago
Wire deployable on trees Minor placement fixes Cleanup
6 Months Ago
Models and materials folders
6 Months Ago
Recipe, description and placeholder icon
6 Months Ago
AI can now trigger tin can alarms
6 Months Ago
Placeholder audio, repair & protection values
6 Months Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
6 Months Ago
Fixed ConversationManager Update NRE
6 Months Ago
Client compile fix, code cleanup
6 Months Ago
Prefab tweaks
6 Months Ago
Wire deployment cancel condition
6 Months Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed