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1,170 Commits over 244 Days - 0.20cph!

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