branchrust_reboot/main/radtownscancel
40 Commits over 31 Days - 0.05cph!
Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
Another radtown
Fixed building snapping not working
Fixed radtown radiation sphere not being a trigger
Added server.radiation (servers can turn off radiation, debugging)
Added TerrainModifierGenerator editor script
Added fast single-pixel fallback if radius is zero to all terrain modifiers
Added resolution setup to terrain meta inspector
Merge fixes
Air drop package contains rare items
Weapon collections loot spawns
- Added radtown_small2 scene + prefab
- Some placeholder prop material and prefab fixes
Barrel loot
Fixed radiation fuckup
Fixed loot respawn times
Airdrop uses new loot system
Fixed airdrop always dropping into the middle of the map
Added opacity parameter to all terrain modifiers
Implemented global pass in all terrain modifiers
Added checksum verification on connect
Fixed player motion colliding with triggers
Updated radtown_small
Added "Blocked" terrain topology type
Added TerrainTopologySet terrain modifier
Added checksum to connection approval protobuf
Fixed "Prevent Build" layer doing nothing
Added per-instance seed offset to all decor spawners to increase cross-instance spread
Picking up an item from the ground shows pickup notice
Tweaked lerp rates
Tree entities + Building Blocks have lerp disabled
EntityFlag_Toggle component uses UnityEvent
Properly mark generated LootSpawn properties as dirty when generating so they save
DropUtil adds some angular velocity too
Loot boxes can be destroyed (and their contents spilled)
Loot boxes can be respawnable
Fixed realm error when moving items in the inventory
Save loot contents
Loot regen
Merge fixes
LootSpawn generation from existing items
Blueprint icon hack
Blueprint learning
Stopped time resetting to current server time
Added player persistant data
Blueprints restricted to player's unlock list
EntityComponents can define menus too
Added basic loot crates to radtown test
Changed ResourceContainer to use EntityMenu instead of OnUse
Added a shitload of props from the asset store that we intend to be placeholder but will probably never get changed
Small radtown scene2prefab