branchrust_reboot/main/entityrefactorcancel
25 Commits over 0 Days - ∞cph!
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
Added sounds for code lock
Fixed hearing animal sounds from 200 miles away
Made player footsteps quieter
Placeholder art for locks
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
added tools>update>phrases
Updated phrases
Filled in server -> client RPCs
Loaded entities now retain their UIDs
Cleaned entity slot code
Entity slots are now saved properly
CodeLock opens numpad if not previously opened
Simplified network UID distribution (to the extreme)
Code entry dialog
RPC arguments
CodeLock menus
Fixed blueprints sometimes not loading in editor
Cleaned up protobuffer files
Removed a bunch of debug output
KeyLock/CodeLock save their codes properly
Toggle lock based on locked/unlocked
Door open/close working
Cleaned up building prefab names
Removed deployed_door item (now redundant)
BaseEntity flags are now networked properly
Key crafting, locking, unlocking
Fixed battery being craftable
Fixed some errors not logging
Touching MenuBackground + music
Handle BaseEntity RPC
Add RPC names to GameManifest
New branch for item system unfuck