* Adds Reach II
* Updated Reach II to work after refactor
* removing old map
* Adding the Central Command outpost
* Reachii isn't meant to be in here at all.
* updated possible error in .yml
* updating .yml
* Updated CentComm, fixed some issues like lighting.
* Imagine if we also docked at centcomm
* a
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Don't load cargo shuttle by default
Realistically only I am going to care and it wastes a few seconds per test / debugging locally.
* Make it a general cvar instead
* a
* Start implementing item pricing.
* Flesh out prices a bit, add the appraisal tool.
* Add prices to more things.
* YARRRRRRR
* gives pirates an appraisal tool in their pocket.
* Makes the various traitor objectives valuable. Also nerfs the price of a living person, so it's easier to bargain for them.
* Address reviews.
* Address reviews.
* Explosions
* fix yaml typo
and prevent silly UI inputs
* oop
* Use modified contains() checks
And remove IEnumerable
* Buff nuke, nerf meteors
* optimize the entity lookup stuff a bit
* fix tile (0,0) error
forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.
* remove celebration
* byte -> int
* remove diag edge tile dict
* fix one bug
but there is another
* fix the other bug
turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place.
* improve edge map
* fix minor bug
If the initial-explosion tile had an airtight entity on it, the tile was processed twice.
* some reviews (transform queries, eye.mapid, and tilesizes in overlays)
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* is map paused
* GetAllTiles ignores space by default
* WriteLine -> WriteError
* First -> FirstOrDefault()
* default prototype const string
* entity query
* misc review changes
* grid edge max distance
* fix fire texture defn
bad use of type serializer and ioc-resolves
* Remove ExplosionLaunched
And allow nukes to throw items towards the outer part of an explosion
* no hot-reload disclaimer
* replace prototype id string with int index
* optimise damage a tiiiiny bit.
* entity queries
* comments
* misc mirror comments
* cvars
* admin logs
* move intensity-per-state to prototype
* update tile event to ECS event
* git mv
* Tweak rpg & minibomb
also fix merge bug
* you don't exist anymore go away
* Fix build
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* hydro tray audio
* licensio
* R&D server now annoys the shit out of people.
* Tone down ambience a bit.
* Update Resources/Audio/Ambience/Objects/license.txt
Co-authored-by: ike709 <ike709@users.noreply.github.com>
* begin making ambience configurable.
* almost works
* volume works
* whee
* remove the toggle button entirely, make it use volume.
* fix
* whobsy
* a
* CHEAT moment
Co-authored-by: ike709 <ike709@users.noreply.github.com>
* Adds support for a map rotation system.
It is now the default way of selecting a map, map votes have been disabled.
* whoops
* Randomize the map it starts off with, too.
(it'd pick bagel every time otherwise)
* Address review
* remove knight from rotation due to it being an unmaintained map.
* minor cleanup