1,766 Commits over 366 Days - 0.20cph!
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
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component
S2P
Ignore colliders excluding player movements when running auto crouch
Added prevent building volumes to the junkyard car shredder
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
Moved harbor containers prevent building volume to client/server
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
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
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
Wire not deployable on elevators
Fixed vehicles still colliding with the wire end collider
Not deployable in large hollow trees
Fire damage do not trigger the alarm
Additional checks on wire deployment
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
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
▇▄▄▅▍ ▆▊▅▌▌▅▊ ▅▆▉▅▇ ▉█▉▆▋▊▉ ▆█▆▇▍▅▍▍ ▇█▅█▇▍▉▅▊, ▌▋▌▌▊▋▇ ▋▌▆▉█▍▅▉▇█▌ ▉▍▇▅▋▍▆ ▇▋ ▄▅▋█▍ ▆▍▇▄▋▋▉
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
▆▆ ▊▉▄ ▋▅█▊██ ▌▄█ ▄▇ ▍▆▇▄▍▉▆▇ ▍█▇▄ ▆▉█▊▄▉▄ █▅▉▌▌▇▍ ▍ ▌▆▇▉▉█▊▌ ▊▌▉▅▋▄▆▊ ▉▇▄▆▅▍ ▌▋▉▇▊▆█▇█
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