branchrust_reboot/main/DestroyableRoadsignscancel

24 Commits over 31 Days - 0.03cph!

4 Years Ago
Rebuilt other monuments
4 Years Ago
Fix Compound monument
4 Years Ago
Remove now-unused default bounds
4 Years Ago
TryGetEntityBounds for the gizmo to use
4 Years Ago
Code Review: Use CheckBounds instead of HasSpaceToSpawn
4 Years Ago
Manifest rebuild after merge
4 Years Ago
Merge from Main ->DestroyableRoadsigns
4 Years Ago
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.
4 Years Ago
Move roadsigns to Default layer (was World)
4 Years Ago
Set roadsign spawner respawn times
4 Years Ago
Rebuild manifest to update roadsign IDs
4 Years Ago
Fix client compile
4 Years Ago
Hide road signs beyond 70m away
4 Years Ago
- 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
4 Years Ago
Only spawn IndividualSpawners if there's space. Wait and try again later if there isn't.
4 Years Ago
Road signs are now LootContainers, drop 1 metal pipe and 1 "road signs"
4 Years Ago
Remove road signs from my test map
4 Years Ago
IndividualSpawner now uses the existing SpawnGroup system via SpawnHandler
4 Years Ago
Move roadsigns to the props folder
4 Years Ago
Created roadsign entity spawners. Converted all road signs at monuments and on Hapis from roadsigns to roadsign spawners. Add visual gizmo to individual spawner.
4 Years Ago
IndividualSpawner work
4 Years Ago
IndividualSpawner
4 Years Ago
Merge from Main -> DestroyableRoadsigns
4 Years Ago
Initial work on making road signs into destroyable entities