111,740 Commits over 3,928 Days - 1.19cph!
Rearrange placement checks so "Can't Place On Road" always shows first
Fix SocketMod_RoadCheck not checking for custom tags
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
Block all 4 barricades from being placeable on concrete roads (inside or outside of monuments) but allow it to be placed on dirt paths / dirt roads
Tag all generated road meshes with "Road" tag (ring road)
Add new component "SocketMod_RoadCheck" which prevents building on roads
Optimized probably 20-30 mb out of the texture sizes. Should look about the same. Fix if weird/noticable changes spotted.
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
Unlock and destroy handcuffs when reduced to zero condition
Applied Matt's blinker fix.
Allow barricades to be buildable on roads
Add support to allow prefabs to be placed onto roads
vm handcuffs - blendshape setup for scaling up cuffs when wearing gloves
condition based unlock progress saving
Improved wheel traction
Default physics layer checks on roadside (Should pickup those roadsigns)
merge from building_skins_3/wallpaper
Tag trail paths in monuments so barricades can be placed
Updated Legacy Wood Log Pile variant FBX
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
Imported Legacy Wood Log Pile Models
Basic Setup for Legacy Wood Log Pile Prefabs
Set the device ID config UI input field to alphanumeric, so it behaves like computer station and ignore any special characters
made/setup admire anims for handcuffs viewmodel
Add tags to rocks
- v2 rocks
- v3 rocks
- rock formations
Add ability to tag all colliders of a prefab
- use a component to store the tags if the GameObject already has a tag
- add editor tool to add tags to multiple prefabs
Add "AllowBarricadePlacement" tag
- used to tag colliders on world layer inside monuments that are rocks and shouldn't block barricade placement
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Setup Legacy Wood Log Pile Materials
Imported Legacy Wood Log Pile Textures
tweaked colour on light mat
Created Legacy Wood Log Pile Folders
Merge from hood_and_cuffs
Rework dynamic pricing system
-Track the number of items purchased in a given interval (IntervalHours convar, default 6)
-Track an average number items per interval for each sale
-At the end of an interval, update all prices. If the average has gone up in the prior interval increase the price by 5%, if it was lower or equal reduce the price by 5%
-Make the price start at 300%, so it will naturally tend down at first for a while before it normalises onto the price the market thinks it is worth
-Expose the MinimumPriceMultiplier, MaximumPriceMultiplier and StartingPriceMultiplier
This removes an array of objects per sale order and replaces it with 4 saved numbers, so this is a big simplification
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
Prevent NPCVendorTurrets from corrupting saves again
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
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Added a parameter to ToBaseEntity to allow destroyed entities to be returned from the registry
Use that in TriggerBase to detect destroyed entities
Created and setup icon for travelling vendor
handcuff viewmodel anims updated