4,743 Commits over 1,372 Days - 0.14cph!
Spawn the building guide version of the building block while the construction bot is flying to the building location, so it looks like the bot has it's own building guide
Add blueprint skin to foundation & wall prefabs
Create a building guide version of building blocks called the "blueprint" skin (foundation and wall so far) so we can render building blocks as their building guide version
- disable colliders, batching & gibs on the blueprint versions as I don't intend a ton to be spawned at once & want them to be movable
Craggy (unsure if I changed anything but commit it for hackweek)
Commands to load a blueprint directly into a roboport (so we don't have to get the building plan code done to paste base blueprints)
WIP code to support a building plan showing all the foundations of a base's blueprints
Add Construction component so the sockets actually work and add 2 extra window sockets
Add sockets for doors and a window to the trailer
Scale trailer hackweek entity by 2.5x
Allow towing attachments to scale the force before the joint breaks on a per-prefab basis
- instead of changing global convar for hackweek each time I load the editor
Craggy with hackweek junk on it
Make trailer into it's own entity prefab, apply enough stuff that is now functions as a trailer that can be towed (similar to siege machines)
Make Trailer it's own entity class that inherits from BaseSiegeMachine
Add box collider to the shipping container ceiling for hackweek (instead of convex collider)
Add trailer chassis that is scaled larger to fit building block sized trailers
Add shipping container building block trailer prototype thingy
Disable the RendererBatching components on shipping container skin for the hackweek
Enable streaming on recent updates new content textures
Enable streaming on more DLC textures
Enable streaming on a bunch of naval textures
Enable streaming on a bunch of recent DLCs
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea
- default to 20 (640m)
Fix occupied seats not working after a vehicle is copy pasted
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
merge from main -> print_speed
merge from print_speed -> main
Added `printspeed` command to help measuring boat speed
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
Add per-player cooldown so you can't alternate mortars to fire faster than intended
- set cooldown on both players & mortars
- use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
Make "Fire" take 2.5 seconds
- shorten cooldown from 4 -> 2 seconds to compensate
- using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one
Keep setting up prefab
- enable repair
- set max health
- reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
merge from main -> mortar_prototype
merge from revert_roof_stability_fix -> main
Disable the convar `support_highest_stability` to revert the roof stability fix
- convert from convar -> hardcoded to ensure it stays disabled for now
- fixes rare situation where stability would keep updating and ruin server performance
- safer to revert to old behavior first before attempting more fixes
Make GetActiveItem() work on both client and server
Update manifest (mortar related stuff only)