branchrust_reboot/main/tincan_alarmcancel
89 Commits over 31 Days - 0.12cph!
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Minor code change on the wire deployment following the construction errors refacto
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Added detailed error messages when failing to deploy the tin can alarm wire
Fixed tin can alarm wire deployable on terrain holes
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
Turn off r/w on tin can gibs mesh
Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
Fixed create gibs in scene button not working in editor
Fixed a rotation error in editor
tin can alarm gibs colliders
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
Cancel wire deployment if the player died
Demo NRE fix
Fixed the wire deployment DDraw lines ghosting (applied the same fix to the WireTool)
Tweaked the deploy volumes to allow closer placement from other deployables
Improved wire through walls checks
Protection values again, forgot to CTRL+S last time
Elevators can now trigger the tin can alarm, because why not
Updated protection values
Refactored wire checks and fixed a missing Pool.FreeList
Added tin can alarm to T1 tech tree
Updated craft recipe
Fixed vehicles and trains not triggering the alarm
Added a 1 second delay before the same entity can trigger the alarm again
Fixed the tunnels no build volumes I missed
Tin can alarm deployable in underwater labs
Block placement in NMS elevator shafts
S2P
Block placement on Excavator belts and buckets
S2P
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
Flagged above ground tunnel entrance prevent-building volume as Tunnels
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
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component
S2P
Ignore colliders excluding player movements when running auto crouch
Added prevent building volumes to the junkyard car shredder
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
Moved harbor containers prevent building volume to client/server
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
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
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
Wire not deployable on elevators
Fixed vehicles still colliding with the wire end collider
Not deployable in large hollow trees
Fire damage do not trigger the alarm
Additional checks on wire deployment
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
Added a way to override the placement layer mask of a deployable prefab
Triggered by opening doors
Updated protection values so it can take damage from fire