121,641 Commits over 4,048 Days - 1.25cph!
New rocket world model set up (no LODs yet). Manifest update
Manifest update
Fix not being able to use locker in the back seats of the camper module
MLRS greybox update. UI map screen adjustment. Updated all colliders.
MLRS greybox update rotation fix
added sway to missing viewmodels
camper no longer default BP
Added camper to T2 techtree
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Rendering fully with command buffers. Improved ocean surface clipping mask creation.
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Reduced crafting time of all modular car engine components from 30s to 10s
Return MLRS to zero rotation when not in use
Put the MLRS black material back
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Hesco barrier final art - Models and prefabs
Added a generic fabric generic detail map
Less strict locker placement
cherrypicking RGB
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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"
Set up UI daskboard map screen. Disabled the "black" material for now in order to hide the greybox screen glass and show my UI instead.
Set up mount and dismount points
Set up MLRS firing points
Added an extra check to stop dances endlessly looping incorrectly
Allow MLRS to use either the low or high solution for firing angle
MLRS pivot angle fixes for the new model
WIP setting up MLRS model. Swapped my temp model over for the real thing and set up weapon platform rotation.
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
Remove the trigger exit code in BaseMountable. Handle it on tick in TriggerParent. The check is essentially free and this keeps everything together.
Added option to have TriggerParent accept mounted players. Turned it on for WorkCart and Cargo Ship.
Being mounting inside the trigger lets a player dismount in local trigger-space, which means client and server will sync up. Otherwise the client/server delay can have them dismounting into invalid space.
I had previously added "unparentOnMount" to BaseMountable as an option for the Cargo Ship microphone to fix the same bug. Refactored it to the new system; it can just check whether the trigger has parentMountedPlayers set to true now.
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