13,105 Commits over 2,831 Days - 0.19cph!
If attempting to build something too close to a monument, print the translated name of the monument in the error eg."Cannot build this close to Bandit Town"
Added an extra check to stop dances endlessly looping incorrectly
Fixed a case where the first connected speaker in a chain wouldn't play correctly if it was connected to a boom box
Catch some connected speaker errors
Fixed not being able to click on code lock UI buttons
Reassign the sign content in the database instead of reading it out and then writing it back in
Don't let players outside of the module open the locker
Fixed locker and bbq references not properly loading
Increased weight (340->400)
Renamed and moved camper sleeping bag entity
Update camper barbecue with the igniter models
Simplified IsOnThisModule check
Fixed individual gibs not dropping when vehicle takes gibs
Signs cleanup and comments
Opening/closing doors while crawling now takes three seconds
thumb_up
49
thumb_down
15
▇▉▊▅▇ ▆▄▅▇▇▊▄▌ █▉▍▊▊▋▌▍ ▋▋▉▊▇▍▇▌▇ ▄▋▄▄ ▋█▊▍ ▋▌▅▍▊▍▋▄▊ ▋▄ ▅ ▆▋▍▉▊▉▋▄ ▉▍▇▋
Merge from general_qol/signs
Added support for photo frames
Refactor signs to use ItemModAssociatedEntity to save content while in inventory
Works a bit differently to cassette/photos, only creates the associated entity if the sign is picked up with content on it
Removes data from FileStorage if the item is destroyed (the old implementation couldn't do this)
Now supports picking up neon signs, saves all frames
Fixed seats sometimes loading in the incorrect position
Fixed sleeping bag cluster markers not properly populating
Cleanup, remove parenting volumes from prefab
Basic support for picking up player painted signs and retaining their texture
Only covered basic signs right now, picture frames and neon signs still unsupported
Fixed some cases where the occupied UI wasn't showing when looking at a submarine
Don't show swap seats option on duo submarine if all of the seats are full
Only show occupied if the player is looking in the appropriate direction
Added a new Flag_FullCapacity to vehicles
Don't show the mount option if a vehicle is at full capacity
Show a new occupied option with a cross when looking at a full vehicle (does nothing)
Added a new Reserved flag as BaseVehicle and it's inheritors were using every reserved flag
Fixed an NRE when loading
Added a tooltip explaining that a seat is occupied
Changed default name of sleeping bag in camper
Description update, mark camper module as default blueprint for testing
Better temporary barbecue positioning inside camper module
▄█▊▌▋▋▍ █▅▍▄▄ (▇██▅▍█ █▆▉▉▍)
Add extra vertical force and modify flip force when flipping boats that are in the water to more reliably get them right side up in one push
Flip away from the player rather than always in the same direction
Large planters now snap to the centre of foundations
Don't show the key code visually on the memory button in the code lock screen (regardless of streamer mode)
Added entity.deletebytextblock that takes a text block and parses it for player ids, then deletes all entities owned by that player
The id's need to be at the start of the line. Can be used to copy the results from ent auth to delete a large selection of entities
Only show the planter container open option when aiming at the edge of a planter
Append the total amount of an item in the inventory to the pop up in the bottom right of the screen if the item can stack in greater than 10 units
Garage doors now disable their door colliders when fully opened, fixes colliders blocking placement on the floor above
Disable mips on sign texture while painting (only affects the paint UI, not the actual sign)
Can now voice chat while painting signs (neon and normal)
Added voice chat icons to painting dialogs (right aligned so they don't block the painting)
entity.deleteby now accepts multiple steam ids (eg. entity.deleteby
123456 654321 456789)