Lethal Company

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yesterday
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yesterday
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284KB
Dependency string
pacoito-itolib-0.6.0
Dependants

Changelog

[v0.6.0]

Bunch of script reworks, some rather niche additions, a couple fixes.

  • Added ScriptableNetworkPrefab, for registering one or several network prefabs from the editor.
    • Allows usage of PrefabSpawner for moons without manually registering prefabs.
    • A bit impractical to use at the moment, though...
  • Added abstract ComponentGroup, for scripts that perform bulk actions with several components.
    • Made a separate AudioGroup that inherits from ComponentGroup, and deprecated the current one.
    • Added RigidbodyGroup, for applying force to several Rigidbodies at the same time.
  • Added RandomVector, which just produces a random Vector within a set range and passes it onto an event to do stuff with on demand.
  • Deprecated usage of blank references in NetworkedSpawner scripts to define what to spawn in favor of just item/enemy/prefab names.
    • Avoids potential issues with blank references being deleted by LethalLevelLoader after being replaced (as it's intended to), and I was already doing name comparisons to begin with.
    • Blank references in spawners will still work but will be removed at some point in the future.
  • Added separate field for EnemySpawner to spawn a single specific enemy.
    • Will override any set weighted enemy spawns, but allows switching the enemy to spawn through a method.
  • Added option to immediately stop any spawned scrap's AudioSource components from playing audio after being spawned, to help a bit with potential missing sound issues.
    • Looking at you, Dine scraps...
  • Added separate event callbacks to NetworkedSpawner for when the player has performed a hit using a Shovel or Knife specifically.
  • Added methods for attaching a player or any transform to the start or end of a ConnectedRope.
  • Added method to set InteractPurchasable's interactable state.
  • Internal tweaks to weighted scripts.
    • Added (default) function to IWeightedScript to add one or several weight entries to an already-initialized list of weights.
    • Added functions to the IWeightedScript-inheriting scripts to add and remove weights.
  • Improved WeatherConditional handling of WeatherTweaks' combined and progressing weathers a lot.
    • Notably now allows matching combined/progressing weathers with custom names, such as ones added through Custom Weathers Toolkit.
  • Added an extra check to ScrapSensor to double check the item's spawned.
  • Removed temporary hotfix for Abaddon (from Nightmare Moons), for it has been fixed.

[v0.5.1]

Added a new script, did a couple networking-related hotfixes.

  • Added AlertDialogue, for sending dialogue messages to the player.
    • Uses the 'ship leaving early' UI to display messages.
    • Has a few customization options like sound effect override and (optional) delay between letters.
    • Several dialogue entries can be specified to display several messages, in sequence.
  • Fixed PlayerAttachable not detaching clients properly over the network.
    • Also fixed some possible weirdness with despawning.
  • Removed Netcode patching step from plugin initialization.

[v0.5.0]

Updated for v73 and above; reworked ScriptableEvent, added a couple new scripts and some small features.

  • Updated library dependencies for v73, including Unity and NetcodePatcher versions.
    • NOTE: This release is not backwards-compatible with v72 and below, and downgrading to an older release is required to play on prior versions of the game.
  • Made a few internal networking tweaks and improvements using the new Rpc attribute.
  • Added ConnectedRope, for attaching a LineRenderer to several different points.
    • Similar to the game's SetLineRendererPoints, but for more than two points.
  • Reworked ScriptableEvent and ScriptableEventListener.
    • Now uses a key system instead of a direct reference, and can thus handle being included in multiple bundles.
    • Added comments and tooltips to both of them.
  • Added periodic stamina draining to PlayerHinderer.
    • Drain speed can be adjusted, as well as whether to take carry weight into account or not.
  • Added resetOnToggle field for DelayedEvent, to determine whether the timer should reset when the script is disabled, or if it should be paused until re-enabled.
  • Added a missing null check to EventfulApparatus.
  • Added a small hotfix for Abaddon (from Nightmare Moons).
    • Fixed error spam due to a missing NavMeshObstacle.
    • Temporary fix since the moon cannot be updated at the moment.
  • Added Fish.

[v0.4.6]

Actually updated CHANGELOG this time...

  • I forgor to update the CHANGELOG for v0.4.5.

[v0.4.5]

Added a new script, a couple new features, refactored some activation-related stuff.

  • Added PlayerElectrode, for handling the draining of a player's chargeable items.
    • Held and/or pocketed items can be periodically drained (like active Flashlights), or manually drained by a percentage amount.
  • Added drunkness (TZP) effect to PlayerHinderer.
    • Speed of the effect being applied to the player is configurable, and can be set to a high amount to immediately max out the effect.
    • Also added a separate field to disable slowing the player down, in case only the other PlayerHinderer features are needed.`
  • Added a function to HazardSensor to deactivate (via Terminal code) any found hazards.
  • Reworked all scripts that activate at a specified time to use the IActivationScript interface.
    • This includes AnimationVelocity, AudioGroup, BaseConditional (and its inheriting scripts), DetectRegion (and its inheriting scripts), MaterialSwapper, NetworkedSpawner (and its inheriting scripts), ScrapTeleporter, ToggleEvent, and WeightedEvent.
    • Should be backwards-compatible, but re-serializing any prefabs that use them (by saving the prefab) is recommended.
  • Corrected some comments and tooltips here and there.

[v0.4.4]

Added a new sensor, did some other small things, fixed Doorway stuff (again).

  • Added ShotgunSensor, for detecting if the object is shot at by a player using a Shotgun.
    • Works by using the same principles as SpraySensor, so it also doesn't hook into any actual ShotgunItem code.
    • Will likely add compatibility with modded ranged weapons at some point, too.
  • Added event callback to IEventfulItem for reacting to being placed on a DepositItemsDesk.
  • Added a few comments and tooltips to ItemGrabbable, but it's not fully done yet.
  • Fixed SpecificDoorway not working properly, but actually this time...
  • Removed some networking stuff from PlatformGravity that wasn't doing anything, since PlayerPhysicsRegions are not NetworkBehaviours.

[v0.4.3]

Readded a small fix I undid by accident.

  • Fixed PlayerSeater erroring out for clients other than the player sitting down.

[v0.4.2]

Added a new spawner, fixed a couple things.

  • Added GiftSpawner, for spawning (rigged) vanilla presents.
    • Item inside the gift can be randomly selected from a weighted list.
    • Minimum and maximum scrap values for the item inside the gift can be overridden.
    • Gift opening audio and poof particle can be overridden, too!
  • Fixed PlayerSeater breaking player sitting under certain circumstances.
    • Now actually checking if the player is in a special animation before setting the SA_stopAnimation trigger.
  • Fixed SpecificDoorway not actually working properly...

[v0.4.1]

Added a few comments and tooltips, fixed some incompatibilities and minor bugs, did a bit of refactoring and tweaking.

  • Added comments and tooltips for all types that inherit PlayerAttachable.
    • Also corrected some erroneous and/or outdated tooltips.
  • Added some fields to configure camera clamping for PlayerSeater.
    • Players are also now teleported to the intended seat position, instead of relying on other means (e.g. PlatformGrabbable) to reposition them.
    • Tooltips for items are now properly hidden when hiding a player's held item, too.
  • Added (basic) support for ScrapSpawner and EnemySpawner spawning items and enemies added through DawnLib.
    • Only does a name comparison, will likely add namespace searching and tag matching at some point in the near future.
  • Made it so if a player action is not found for whatever reason (e.g. for MovementSensor), it'll throw a warning and disable the script instead of spamming errors.
    • Also maybe fixed not being able to find the player action in the first place, though I haven't been able to reproduce this issue so I can't confirm.
  • Made range parameter for SpraySensor and FearInducer a floating point number instead of an integer.
  • Fixed error thrown in ScrapSensor when a scrap item entered (or was created inside) the region before being spawned.
  • Fixed WeatherConditional compatibility with the latest CrowdControl versions.
  • Fixed SpecificDoorway incompatibility with Loadstone.
    • Changed how specificDoorwayActive is toggled to not depend on PauseBetweenRooms being greater than zero.
  • Fixed ToggleEvent not syncing properly between clients.

[v0.4.0]

Added a couple new spawners, several useful fields and methods, some small fixes; also did some internal refactoring for a few scripts.

  • Added EnemySpawner, to spawn any number of specified enemies on demand.
  • Added HiveSpawner, for spawning Circuit Bees at specific locations.
    • Has fields to override the scrap item that bees consider to be their hive, modify the scan nodes for both the bees and hive, and scale hive scrap value depending on its distance from the ship.
  • Added EnemyAnnihilator, to queue up the killing of any given enemies.
    • Intended for 'temporary' enemies that despawn after a certain amount of time, but can also simply be used for general enemy killing.
    • Can employ EnemySpawner's onSpawnPerformed callback to add enemies to the list, as well as EnemySensor's enemy filters to kill specific enemies that enter a region.
  • Added fields to EventfulApparatus to toggle pretty much every step of the Apparatus pulling sequence (e.g. playing particle effects, flickering lights, waking up Old Birds).
  • Added some fields to NetworkedSpawner to include every AINode (inside and/or outside) in the list of spawn locations.
    • Also added a field to include the children of any specified spawn locations as well.
  • Added function to EnemySensor for setting a given enemy's NavMeshAgent speed to 0 for one second, to semi-reliably handle any pathfinding changes for fast-moving enemies (e.g. disabling a NavMeshObstacle or OffMeshLink).
    • Warps the enemy to the beginning of any OffMeshLink they may be traveling through right as they are stopped.
    • Will probably end up being moved to its own dedicated EnemyHinderer script at some point.
  • Added function to sync playback time for every AudioSource in an AudioGroup, as well as a field to automatically 'initialize' them all (Play() followed by Pause()).
  • Added a networked AttachPlayer() function to PlayerAttachable, instead of only having AttachPlayerLocal() available for manual attaching.
  • Rewrote NetworkedSpawner-inheriting scripts to use NetworkLists to sync spawned object properties with all clients, instead of periodically checking if they have spawned for the local client.
  • Improved ISeededScript interface and implemented it on all scripts that use randomization.
  • Reworked ToggleEvent and added networking to it, to properly sync toggling across clients.
  • Reworked HourEvent to subscribe to TimeOfDay's onHourChanged event, instead of only checking the time after being enabled.
  • Fixed ExplodeEffect throwing errors if used while in orbit, due to a null check I forgor.
  • Fixed OutOfBoundsAdjuster not adjusting the kill floor on moons that deviate from a vanilla hierarchy a bit.
  • Fixed two-handed ItemWhackable items being able to be pocketed, if scrolling during the swinging animation.
  • Removed prefab spawning stuff in InteractPurchasable, as it can be handled better via PrefabSpawner.
  • Removed AudioSource and Animator stuff from PlatformGrabbable, as it can be handled better through other means.
  • Removed (unused) ContentTag-related fields in ScrapSpawner.
    • Will likely re-add tag spawning at some point, but it's been unused since the addition of weighted scrap spawning.

[v0.3.2]

Small fix for NetworkedHittable, added LayerMask fields to a couple scripts.

  • Fixed NetworkedHittable objects erroring out when hit by a non-player.
  • Added a LayerMask field to both SpraySensor and FearInducer, which determine the layers that should block the player's line of sight.

[v0.3.1]

Couple small improvements and fixes.

  • Added ISeededScript interface, for scripts that need randomization using the current map seed.
    • Only used for ScrapSpawner at the moment, still thinking about a few things with its implementation.
  • Made ScrapSpawner's respectSingleItemDay field actually work, and made its seededRandom field affect a couple things I missed.
  • Added default curves for ItemKickable and ItemThrowable that correspond with the Soccer ball and Stun grenade curves, respectively.
  • Made ItemTargetable's fall curve override be reset upon being picked up, so items don't act weird when normally dropped.
  • Switched to using an AABB check of the local player for PlayerSensor, if the onlyAffectsLocalPlayer field is enabled.
    • Most likely will end up switching to AABB checks for all players at some point, instead of overlap stuff.
  • Fixed DetectRegion scripts sometimes 'remembering' objects that had been previously found, but are no longer present.

[v0.3.0]

Did a couple changes, I think...

  • Added SpraySensor, for detecting if the object is being sprayed with Spray Paint, Weed Killer, or any other item that uses or inherits SprayPaintItem.
    • Multiple spray 'treshholds' can be defined, each with event callbacks, to have stuff happen depending on the number of times sprayed (e.g. to have something happen after 3 sprays specifically).
    • Does not actually hook into any SprayPaintItem code, so it should be compatible with anything that modifies it (e.g. BetterSprayPaint).
  • Added FearInducer, which increases a player's fear level and plays the fear effect when looked at.
    • Has some customizability for things like range, angle, and amount of fear to instill upon the player depending on how close they are.
    • Disables itself after triggering once, but can be re-enabled to give the player another spook.
  • Added ItemDiscardable, for items that drop themselves from the player's inventory.
    • Has a function to cause the item to drop itself from the player's inventory (even while pocketed), as well as a despawn timer after getting discarded.
  • Added EventfulApparatus, a LungProp-inheriting object with a bunch of events similar to ItemGrabbable.
    • (PlayZone) TwinApparatus now inherits from EventfulApparatus.
  • Added MultiAnimationEvent, which is similar to PlayAudioAnimationEvent but without a few features that can be done in a better way with other components (e.g. with NetworkedSource), and with a list of event callbacks to execute instead of the single OnAnimationEvent.
  • Added AudioGroup, which checks objects and their children for any AudioSource, and allows some basic audio functions to be run on all sources at once.
  • Added CeilingAdjuster, which just raises whichever object it's attached to to the highest point in the dungeon + a specified additional offset.
  • Added DungeonConditional, for doing stuff whenever specific interiors generate.
  • Added lerping to PlayerLauncher, so it smoothly ramps up towards the applied force instead of immediately applying it.
    • Ramping speed is adjustable, and it comes with a new detach condition for once the force is fully applied.
    • Also fixed the unintended rocket jump whenever players jump right before touching the PlayerLauncher, but it can be turned back on!
  • Added lerping to PlatformGrabbable, to smoothly move the player towards the center of the platform, instead of teleporting them to it.
    • Not teleporting instantly means the player will be slightly behind the intended position, but this grabbing speed can be adjusted.
  • Added IEventfulItem interface, which includes every event available in ItemGrabbable.
    • Made all modular item scripts (e.g. ItemWhackable) require using items that implement the IEventfulItem interface.
    • Made ItemGrabbable and EventfulApparatus implement IEventfulItem, so they're both compatible with all modular item scripts!
  • Added abstract ItemTargetable, which represents items that follow a trajectory towards a set destination.
    • ItemKickable and ItemThrowable now both inherit from it, and thus share some common functionality.
    • Both ItemKickable and ItemThrowable had some revisions done to their trajectory logic, too.
  • Added IWeightedScript interface, which includes a bunch of default method implementations to handle weighted randomization.
    • WeightedEvent and ScrapSpawner now implement said interface.
  • Added generics to the IPooledObject interface.
    • Now the abstract PooledObject contains Unity-related object pooling stuff, and AttachedEffect inherits from it.
    • It also now actually supports creating a given number of instances to have ready from the start.
  • Overhauled ScrapSpawner a bit (using the IWeightedScript interface):
    • Added a weighted list of items to spawn, instead of just a single item.
      • Blank references (even for modded items!) should be working correctly, too.
    • Added field to ScrapSpawner to allow it to use the current moon's spawn weights, instead of specifying a list.
      • Overrides any items set in the weighted list.
    • Added a minimum and maximum set amount of items to spawn, instead of simply spawning one at every defined location.
    • Added able to spawn scrap at a random location within specified area bounds, instead of only at set points.
    • Made spawned scrap actually count towards the current round's total scrap value amount.
  • Added pretty much all ItemAudible fields to NetworkedSource, and improved its networking a bit.
    • NetworkedSource now has functionality to, for instance, alert nearby enemies or play sounds over the walkie.
  • Made MaterialSwapper able to do a set amount of swaps per activation, instead of doing all of them at once.
    • Allows for 'cycling' through various material states by only doing a certain number at a time.
  • Improved enemy filtering for EnemySensor.
    • Added callback events for individual filters, as well as enemy blacklisting.
  • Added GrabbableObject attaching to AttachedEffect.
    • Switched AttachedEffect generic type to Collider, and made it detach upon disabling.
  • Added a sitting animation field to PlayerSeater, to be able to use the sofa and electric chair sitting animations, too.
  • Added a stamina requirement field for triggering MovementSensor events.
  • Added a player stamina draining function to PlayerHinderer.
  • Added field to mute quicksand sinking sounds for PlayerHinderer.
  • Added a networked onLogCollected event callback to DungeonStoryLog.
  • Made DetectRegion scripts take (lossy) scale into account when performing searches.
  • Made InteractClimbable's specialCharacterAnimation field automatically disable itself, if twoHandedItemAllowed is enabled.
    • Allows players to climb with two-handed items.
  • Merged WallBreaker script into ConnectorMerger, which can now be used to disable either connector, or both.
  • Fixed PlayerSensor player search counting players twice.
  • Fixed ExplodeEffect explosion spawning a fair distance away from where it was actually supposed to.
    • Also fixed its spawnExplosionEffect field not actually doing anything.
  • Fixed all BaseConditional scripts not applying on dungeon completion.
  • Fixed PrefabSpawner not working without the spawner itself being spawned.
    • But who spawns the spawner?
  • Fixed NetworkedHittable not actually serializing hitID and the player who hit when sending hit information to other clients.
  • Fixed sun not actually being hidden by the SunScreen script.
    • Switching spectating camera also no longer toggles the sun, but I don't think it was even working in the first place...
  • Fixed detachTimer field for PlayerAttachable not actually starting when manually attaching the player (instead of with attachOnEnter).

[v0.2.0]

Did some pretty substantial refactoring; added and fixed a couple things, too.

  • Added some stuff to ExplodeEffect:
    • Made ExplodeEffect able to target any object that implements the IHittable interface.
    • Added separate enemy and IHittable curves to ExplodeEffect, to deal specific damage to non-player targets.
    • Replaced damageRange and killRange with damageBounds and killBounds, for visualization purposes.
  • Added player sinking curve overriding to PlayerHinderer, to control how deep the player actually sinks before dying.
  • Added OutOfBoundsAdjuster, which just moves the current moon's OutOfBoundsTrigger to the lowest point in the dungeon + a specified additional offset.
    • Intended for more vertically-oriented dungeons.
  • Made DetectRegion actually take region rotation into account when performing searches.
  • Did a lot of refactoring under the hood, based on IAmBatby's suggestions and feedback!
    • Made scripts with update loops disable themselves when not in use, the most important one being PlayerAttachable.
    • Removed all uses of null propagation on UnityObject stuff, fixing some rare NullReferenceException errors.
    • Switched from using NetworkObjectReferences to NetworkBehaviourReferences when networking stuff, thus skipping a step.
    • Some other miscellaneous tweaks and fixes here and there.

[v0.1.4]

Reworked PlayerLauncher a bit, fixed WeatherRegistry compatibility.

  • PlayerLauncher now uses a list of forces to apply to the player, to combine multiple sources of rotation (e.g. where the launcher is facing + where the player's looking towards).
  • Added some drowning/quicksand-related stuff to PlayerHinderer, but it's not quite working just yet...
  • Fixed WeatherConditional compatibility with WeatherRegistry, I forgor to actually apply my patch for it...

[v0.1.3]

Added player callbacks to NetworkedHittable, fixed some stuff with WeightedEvent.

  • Added information to NetworkedHittable about the player that performed the hit, as well as some separate hit event callbacks with said player given as an invoke parameter.
  • WeightedEvent rolls should now actually roll when initiated by clients.

[v0.1.2]

Added DamageHittable and ToggleEvent, fixed some stuff with scrap-related scripts.

  • DamageHittable is a NetworkedHittable with health, it's got a list of conditions with event callbacks that are invoked when its health falls to or below specified numbers.
  • ToggleEvent is just a behaviour with event callbacks for OnEnable() and OnDisable()... there ain't much more to it, I just needed it for something.
  • ScrapSpawner should actually sync scrap position now, I forgor to add it...
  • ScrapTeleporter now uses a seeded Random instance, takes teleport area colliders' center point into account, and should properly set item rotations if set to activate on scrap spawn (as it was supposed to have been doing).

[0.1.1]

Added some compatibility for PizzaTowerEscapeMusic.

  • Pulling only one TwinApparatus will no longer trigger escape music.

[0.1.0]

Initial release!

  • Documentation is lacking for most scripts and there's a good amount of jank, but it should be stable enough for a release.
  • Proper documentation and wiki pages for all features is planned, alongside some example prefabs used in Bozoros and PlayZone.
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