1,560 Commits over 397 Days - 0.16cph!
NPC vending machines have never properly counted the stock of blueprints
Causing vendiing machines to gradually fill up with crazy amounts of BP's cause they always thought they had 0 stock
Water barrel accepts radioactive water
Player is now splashable by radioactive water. Irradiates players.
This means sprinklers filled with radioactive water will gradually radiate any player under its spray
Bunch of bug fixes
Added remove all force methods to planter. Removes all with no fibre drops when radioactive water is used
Fillwater command now supports radioactive water
Radioactive water will kill all plants in a planter when splashed
Added icon to radioactive water
Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
Phrases build without the DLL
Fixed source generator broken reference
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
Swapped radioactive water check from physics checks to a texture map instead
Added drinkable radioactive water to new radtown
S2P
Actually add water body to the topology map. Water bodies marked as lake/river should now be drinkable as expected
Initially flush fake data pushed into config for the tool display
Ensures every entry has up to date config information
Simple monuments now registered with tools rather than just groups
Added monument blacklist to world config as well as map tools
Set monument settings to the world setup defaults if they dont exist in the config
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
Decor and monument components will now look at the world config to see if they are listed
If listed they will set their values to the overriden values set in the config
If disabled they will stop their spawn from happening
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
Expose: All monument configurations in WorldConfig (enable/disable, topology to spawn on, target count, min distance between monuments, min world size)
Load in config to tools first
Setup JsonConverter for spawn filter flags
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
Added debug functions to print out all monument and decor descriptions - will use these as part of a blocker list in order to prevent certain monuments/decor pieces from spawning
Exposed: rail ring, rail ring min world size requirement (config & tools)
Exposed: above ground rails, below ground rails (tools)
Route all map tools through world config~
This will expose all of my new properties to server owners should we decide to merge this to main
World Setup now looks for editor tools config files should we be currently in editor
Editor can now override world configs
Added grouped component object to look for all components that are integral for x function to work
This means we can check if all components that are necessary for roads are available, meaning we can delete/add the required ones at will
More code cleanu
Ability to toggle road generation
Ring road enabling/disabling + min world size customisation
Save current scene before gen takes place
Map generation now ensures client + server
Editor starts playing when map generation button is pressed
Map tools now inject appropriate sizing and seed values into WorldSetup
Correct WorldSetup reference grabbed
Sanity check to ensure we are in the correct scene
Button link up
Initial update loop
Initial commits - just some commenting
Advance Path NRE Fix -> Main
Added convar 'global.disable_clouds' to disable clouds
Exploring the parenting of bikes to the back of scrappy to see if its even feasable
Reset stock back to 10
Removed excess logs
Attempted travelling vendor 'Advance Path NRE' patch
Vendor Restock Changes -> Main
Upped starting stock to 20