3,685 Commits over 639 Days - 0.24cph!
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
Elevator Vehicle Parent -> Main
Stop the bouncy floor again
Re-enable clipping checks
Allow bikes to bypass them the same as horses
Lift up elevator collider to prevent clipping - which in turn is unparenting bikes on the elevator
Sike
Buy sound now invoked on the vendor game object as a whole rather than the machine inside
Adjusted to a tiny sound
Increased sound radius
Parking changes for now
Added missing audio source
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Replicated Bush Fx -> Main
Swap template to small sound for crunchy, grassy and twiggy leaf rustle sound definitions
Should reduce the audible distance of bushes
Elevator vehicle merge -> main
Increased elevator floor colliders
Hopefully prevent clipping off elevators
Check if refill container move is unsuccessful. Delete to avoid memory leaking
Ensure static office lift and player lift have same whitelist
More debugging
Added motorbike, side car, bicycle, drone and snowmobile to white list of parented vehicles
Created whitelist system to allow only certain vehicles to be accepted in an elevator
Allow vehicles to be parented to static elevators. Primarily affecting bikes, snowmobiles etc
Bike Cargoship Parent -> Main