branchrust_reboot/main/DestroyableRoadsignscancel
24 Commits over 31 Days - 0.03cph!
Remove now-unused default bounds
TryGetEntityBounds for the gizmo to use
Code Review: Use CheckBounds instead of HasSpaceToSpawn
Manifest rebuild after merge
Merge from Main ->DestroyableRoadsigns
Allow Timed Explosives to damage things with health that are on the Default layer. This means rockets, grenades, explosives, etc can now damage things like loot barrels.
Move roadsigns to Default layer (was World)
Set roadsign spawner respawn times
Rebuild manifest to update roadsign IDs
Hide road signs beyond 70m away
- Use a bounds check instead of radius check for IndividualSpawner
- Add AI layer to the spawn handler bounds check mask, so things won't spawn inside horses etc
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
Remove road signs from my test map
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
Move roadsigns to the props folder
Created roadsign entity spawners. Converted all road signs at monuments and on Hapis from roadsigns to roadsign spawners. Add visual gizmo to individual spawner.
Merge from Main -> DestroyableRoadsigns
Initial work on making road signs into destroyable entities