branchrust_reboot/main/tincan_alarmcancel
89 Commits over 31 Days - 0.12cph!
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Not deployable on tugboats
Not deployable underwater
Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Fixed tin can alarm deployable on itself
scaled up the icon a wee bit
Update the wire positions when playing the wobble animation
Tweaked main collider
Wobble animation when triggered
Triggered when damaged
reduced texture size on tin_can_wire to 256 x 64
Not deployable inside trees
Always look up and don't use the target normal
wire material setup and thickness
tincanwire mat and materials (need to work out uvs)
Wire deployable on the Deployed layers
Tin can alarm deployable anywhere in monuments
Removed collisions with players
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Tin can alarm art implemented
deploy model for tin can alarm
split off cans with their own pivot
tin can alarm art, lods, gibs, art prefab setup
Tin can alarm deployable in monuments (in terrain only for now)
Adjusted deploy volume and colliders
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
Wire deployable on trees
Minor placement fixes
Cleanup
Models and materials folders
Recipe, description and placeholder icon
AI can now trigger tin can alarms
Placeholder audio, repair & protection values
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
Client compile fix, code cleanup
Wire deployment cancel condition
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
Line of sight checks when placing down the wire
Refactored the wire deployment code
Can now press E to arm the trap, if not armed already
Wire invisible over ~4 meters
Added distance-based culling to the wire shader
Wire deployment, player detection
Baseline, added item and entity prefabs