2,774 Commits over 548 Days - 0.21cph!
Swap divesites over to prefab
Remove Scene2Prefab
Resetup populations
Delete autospawn folder
Placement changes
Manifest again
Made seperate wood bonus for wood piles
World Update 2 -> Legacy Wood Pile Improvements
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
Improved hotspot node y choices on wood piles
Much cleaner behaviour on outside points
Woodpiles ~
Node hotspot keeps spawning in the tight parts of the mesh - add an optional parameter to force it to spawn more towards the outside of the mesh
More changes to effects and sounds
Swapped woodpile over to wood effects
Hide Clouds Convar -> Main
Main -> Hide Clouds Convar
New Divesite Spawns -> World Update 2
Add divesite scripts to each prefab
Buoy's added
Spawnable added
Crate spawns wired up
Vendor Sleeper Kill -> Main
Travelling vendor no longer marks sleepers as hostile should they sleep near the road long enough
NPC vending machines have never properly counted the stock of blueprints
Causing vendiing machines to gradually fill up with crazy amounts of BP's cause they always thought they had 0 stock
Water barrel accepts radioactive water
Player is now splashable by radioactive water. Irradiates players.
This means sprinklers filled with radioactive water will gradually radiate any player under its spray
Bunch of bug fixes
Added remove all force methods to planter. Removes all with no fibre drops when radioactive water is used
Fillwater command now supports radioactive water
Radioactive water will kill all plants in a planter when splashed
Added icon to radioactive water
Radioactive water will merge together with water or salt water in containers, turning them into radioactive water
Phrases build without the DLL
Fixed source generator broken reference
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
Swapped radioactive water check from physics checks to a texture map instead
Added drinkable radioactive water to new radtown
S2P
Actually add water body to the topology map. Water bodies marked as lake/river should now be drinkable as expected
Initially flush fake data pushed into config for the tool display
Ensures every entry has up to date config information
Simple monuments now registered with tools rather than just groups
Added monument blacklist to world config as well as map tools
Set monument settings to the world setup defaults if they dont exist in the config
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
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