userJake_Richcancel

4,752 Commits over 1,372 Days - 0.14cph!

Yesterday
Fix sorting order of base building blocks
Yesterday
Fix window blueprint skin assignment
Yesterday
Add blueprint skins for half wall, triangle foundation and triangle floor
Yesterday
Add skins to the respective source prefabs
Yesterday
Fix trailer having no wheel friction
Yesterday
merge from main -> hackweek_trailers
Yesterday
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
Yesterday
Add skins to source prefabs
Yesterday
Add blueprint skin variantsfor wall. door frame, window & square floor
2 Days Ago
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
2 Days Ago
Add blueprint skin to foundation & wall prefabs
2 Days Ago
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
2 Days Ago
Craggy (unsure if I changed anything but commit it for hackweek)
2 Days Ago
Codegen
2 Days Ago
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)
2 Days Ago
WIP code to support a building plan showing all the foundations of a base's blueprints
2 Days Ago
Prefabs created so far
2 Days Ago
New code added
3 Days Ago
Add TriggerParent
3 Days Ago
Add Construction component so the sockets actually work and add 2 extra window sockets
3 Days Ago
Add sockets for doors and a window to the trailer
3 Days Ago
Codegen
3 Days Ago
Scale trailer hackweek entity by 2.5x
3 Days Ago
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
3 Days Ago
Craggy with hackweek junk on it
3 Days Ago
Manifest stuff
3 Days Ago
Codegen
3 Days Ago
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)
3 Days Ago
Make Trailer it's own entity class that inherits from BaseSiegeMachine
3 Days Ago
Add box collider to the shipping container ceiling for hackweek (instead of convex collider)
5 Days Ago
Codegen / manifest
5 Days Ago
Add trailer chassis that is scaled larger to fit building block sized trailers
6 Days Ago
Add shipping container building block trailer prototype thingy
6 Days Ago
Disable the RendererBatching components on shipping container skin for the hackweek
9 Days Ago
Enable streaming on recent updates new content textures
9 Days Ago
Enable streaming on more DLC textures
9 Days Ago
Enable streaming on a bunch of naval textures
9 Days Ago
Enable streaming on a bunch of recent DLCs
10 Days Ago
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
11 Days Ago
Fix occupied seats not working after a vehicle is copy pasted
11 Days Ago
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
11 Days Ago
merge from main -> print_speed
12 Days Ago
merge from print_speed -> main
12 Days Ago
Added `printspeed` command to help measuring boat speed
16 Days Ago
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
16 Days Ago
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
16 Days Ago
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
16 Days Ago
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
16 Days Ago
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)
17 Days Ago
Codegen