branchrust_reboot/main/radtownscancel
32 Commits over 31 Days - 0.04cph!
Another radtown
Fixed building snapping not working
Fixed radtown radiation sphere not being a trigger
Added server.radiation (servers can turn off radiation, debugging)
Merge fixes
Air drop package contains rare items
Weapon collections loot spawns
Barrel loot
Fixed radiation fuckup
Fixed loot respawn times
Airdrop uses new loot system
Fixed airdrop always dropping into the middle of the map
Fixed player motion colliding with triggers
Updated radtown_small
Fixed "Prevent Build" layer doing nothing
Picking up an item from the ground shows pickup notice
Tweaked lerp rates
Tree entities + Building Blocks have lerp disabled
EntityFlag_Toggle component uses UnityEvent
Properly mark generated LootSpawn properties as dirty when generating so they save
DropUtil adds some angular velocity too
Loot boxes can be destroyed (and their contents spilled)
Loot boxes can be respawnable
Fixed realm error when moving items in the inventory
Save loot contents
Loot regen
Merge fixes
LootSpawn generation from existing items
Blueprint icon hack
Blueprint learning
Stopped time resetting to current server time
Added player persistant data
Blueprints restricted to player's unlock list
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab