branchrust_reboot/main/world_update_2/waterwell_updatecancel

39 Commits over 31 Days - 0.05cph!

3 Months Ago
Added Waterwell NPC Mask model/materials Deleted waterwell modelviewer files
3 Months Ago
waterwell modelviewer
4 Months Ago
Another pass on vending orders
4 Months Ago
Remove some old hacks to fix save games (again)
4 Months Ago
Added explicit versions of TakeFrom to eliminate param[] allocation
4 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)
4 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
4 Months Ago
Merge from parent
4 Months Ago
Added static respawning planters to new Water Wells.
4 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
4 Months Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
4 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
4 Months Ago
Dont try to Free a list that doesn't exist
4 Months Ago
Added an optimised way to check if a static planter box is empty
4 Months Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
4 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
4 Months Ago
Build fix
4 Months Ago
Fixed NPC shopkeeper not respawning
4 Months Ago
Manually reimplemented the vending machine changes on this branch
4 Months Ago
Merge from parent (many merge issues, will need some fixing)
4 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
4 Months Ago
Created a new water wells test scene, added to the dev scene loader
4 Months Ago
waterwell shopkeeper jumpsuit prefab and inventory
4 Months Ago
waterwell shopkeeper materials
4 Months Ago
Self intersecting polygon bug on Food_Cache_005
4 Months Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
4 Months Ago
Add NPC/vending spawners to water well C and E
4 Months Ago
Lowered chance of teas in food cache loot table
4 Months Ago
4 Months Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
4 Months Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
4 Months Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
4 Months Ago
Don't show map marker for water well NPC
4 Months 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
4 Months Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
4 Months Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
4 Months Ago
Unsaved, thanks plastic
4 Months 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)
4 Months Ago
Merge from Food_Cache