branchrust_reboot/main/world_update_2/waterwell_updatecancel

39 Commits over 31 Days - 0.05cph!

12 Months Ago
Added Waterwell NPC Mask model/materials Deleted waterwell modelviewer files
12 Months Ago
waterwell modelviewer
12 Months Ago
Another pass on vending orders
12 Months Ago
Remove some old hacks to fix save games (again)
12 Months Ago
Added explicit versions of TakeFrom to eliminate param[] allocation
12 Months Ago
Fixed dead npc shopkeepers using the wrong loot panel, a symptom of them not using the correct corpse prefab Involved moving CreateCorpse override up a level from HumanNPC to NPCPlayer, this turned into a bit of a refactor as I cleaned up the copy+pasted CreateCorpse methods in FrankensteinPet, ScarecrowNPC and GingerbreadNPC, exposed any differences in their corpse generation process as virtual properties (see CorpsePath, ShouldCorpseTakeChildren, KeepCorpseClothingIntact, OverrideCorpseName, ApplyLoot, CopyInventoryToCorpse)
12 Months Ago
Remove Gibbable, GroundWatch components from new planters, mark them as immortal Added 1x planter to water well A Added 2x planters to water well B Fixed parenting of planter in water well D and E S2P all wells
12 Months Ago
Merge from parent
12 Months Ago
Added static respawning planters to new Water Wells.
12 Months Ago
Respawning Static Planters ~ Added ConVar to adjust the extra favourable gene chance. Better system for informing the static planter when plants die Set respawn check to 30 seconds
12 Months Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
12 Months Ago
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats Applied to plants inside static planter
12 Months Ago
Dont try to Free a list that doesn't exist
12 Months Ago
Added an optimised way to check if a static planter box is empty
12 Months Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
12 Months Ago
Fixed static planter now actually spawns the random selection of plants. Spawn positions are now cached in the editor instead of at runtime
12 Months Ago
Build fix
12 Months Ago
Fixed NPC shopkeeper not respawning
12 Months Ago
Manually reimplemented the vending machine changes on this branch
12 Months Ago
Merge from parent (many merge issues, will need some fixing)
12 Months Ago
Created basic setup for static planter box: Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
1 Year Ago
Created a new water wells test scene, added to the dev scene loader
1 Year Ago
waterwell shopkeeper jumpsuit prefab and inventory
1 Year Ago
waterwell shopkeeper materials
1 Year Ago
Self intersecting polygon bug on Food_Cache_005
1 Year Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
1 Year Ago
Add NPC/vending spawners to water well C and E
1 Year Ago
Lowered chance of teas in food cache loot table
1 Year Ago
1 Year Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
1 Year Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
1 Year Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
1 Year Ago
Don't show map marker for water well NPC
1 Year Ago
First pass on a shopkeeper NPC in the water well (only on D variant right now) Can be killed by players, will not drop any loot Will respawn after 30-60 minutes Shop is inaccessible while the shopkeeper is dead (so please be nice) Some minor shopkeeper cleanup, converted a generic flag into a named const flag for better tracking and invisible vending machines no longer need to do a Vis.Entities every time they sell something or look at the player
1 Year Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
1 Year Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
1 Year Ago
Unsaved, thanks plastic
1 Year Ago
Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars) Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
1 Year Ago
Merge from Food_Cache