branchrust_reboot/main/tincan_alarmcancel

89 Commits over 31 Days - 0.12cph!

5 Months Ago
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5 Months Ago
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5 Months Ago
Minor code change on the wire deployment following the construction errors refacto
5 Months Ago
merge from main
5 Months Ago
Wire deploy error fixes
5 Months Ago
Code cleanup
5 Months Ago
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5 Months Ago
Added detailed error messages when failing to deploy the tin can alarm wire
5 Months Ago
Fixed tin can alarm wire deployable on terrain holes
5 Months Ago
merge from main
5 Months Ago
merge from main
5 Months Ago
UpdateLine NRE fix
5 Months Ago
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
5 Months Ago
Turn off r/w on tin can gibs mesh Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
5 Months Ago
Fixed create gibs in scene button not working in editor Fixed a rotation error in editor
5 Months Ago
tin can alarm gibs colliders
5 Months Ago
Set the tin can alarm to use the Harvestable layer for now, fixing the vehicle clipping checks and horse collisions They won't take damage from explosions and fire as a result, will work on a proper fix next month
5 Months Ago
Cancel wire deployment if the player died Demo NRE fix
5 Months Ago
Fixed the wire deployment DDraw lines ghosting (applied the same fix to the WireTool)
5 Months Ago
Tweaked the deploy volumes to allow closer placement from other deployables Improved wire through walls checks
5 Months Ago
Protection values again, forgot to CTRL+S last time
5 Months Ago
Elevators can now trigger the tin can alarm, because why not
5 Months Ago
Updated protection values
5 Months Ago
tin can alarm sounds
5 Months Ago
Refactored wire checks and fixed a missing Pool.FreeList
5 Months Ago
Added tin can alarm to T1 tech tree Updated craft recipe
5 Months Ago
merge from main
5 Months Ago
Fixed vehicles and trains not triggering the alarm Added a 1 second delay before the same entity can trigger the alarm again
5 Months Ago
Fixed the tunnels no build volumes I missed
5 Months Ago
Tin can alarm deployable in underwater labs
5 Months Ago
Block placement in NMS elevator shafts S2P
5 Months Ago
Block placement on Excavator belts and buckets S2P
5 Months Ago
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
5 Months Ago
Flagged above ground tunnel entrance prevent-building volume as Tunnels
5 Months Ago
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes Flagged train_tunnel_nobuild volume as Tunnels Tin can alarm now deployable in tunnels
5 Months Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
5 Months Ago
Ignore colliders excluding player movements when running auto crouch
5 Months Ago
merge from main
5 Months Ago
Added prevent building volumes to the junkyard car shredder
5 Months Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
5 Months Ago
Moved harbor containers prevent building volume to client/server
5 Months Ago
Moved the oil rig prevent building volumes under the gameobject holding the MonumentInfo, so GetMonument does not return null and deploy volumes ignoring monument can work properly This fixes tin can alarms not deployable on oil rigs Also fixed the BBQ sitting in the water following the recent missing prefab fix S2P
5 Months Ago
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
5 Months Ago
Not deployable on harbor swing bridge and containers - Changed the swing bridge layer from 'World' to 'Vehicle Large' - Added a prevent building volume to the containers
5 Months Ago
Wire not deployable on elevators
5 Months Ago
Fixed vehicles still colliding with the wire end collider
5 Months Ago
Not deployable in large hollow trees Fire damage do not trigger the alarm Additional checks on wire deployment
5 Months Ago
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer) Disabled collision with player vehicles and AI vehicles Tweaked the deploy volumes again
5 Months Ago
Added a way to override the placement layer mask of a deployable prefab
5 Months Ago
Triggered by opening doors Updated protection values so it can take damage from fire