branchrust_reboot/main/tincan_alarmcancel

89 Commits over 31 Days - 0.12cph!

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