Did a lot this month, all of it would require a lot of writing, so it will be a sparse one. I already put this off for 5 days.
It seems that cosumables have been broken in various ways for a very long time, so I fixed that.

Temperature now uses a new curve that should be more balanced, and decay has been fixed so things spoil again if they're not chilled.
There's now a set of security camera and monitor for purchase. The camera can only be bound to only one monitor at a time, and the monitor can only display one camera at the moment.
Due to core player visibility logic, you can't see yourself in the camera.
As part of the eventual chemistry system, this is one of the required components for that to work.

In specific containers, you can mix any number of supported items, like putting bleach in your coffee. There aren't any advanced effects yet.
The basics of professions have been implemented, you now get proper experience from most things. Logic cleaned up for multi crafting.
It was a bit too confusing for new players to realise that there was a buy section, so now the two are combined into the same window, with a new design.


A database for a selection of items that you can find. It has detailed information about each, and a total discovery progression counter for completionists.

Rewrote some npc behaviors to not get stuck as often, and they now use the new calculate path api changes to check if an area can be traversed.

The new calculate path stuff also means possibility for upcoming pets.
There's a simple vehicle parts system now with condition tracking, but no upgrades yet. Missing models too.

Vehicles now have a quick menu for common interactions. It's quite customizable, so more things will be added to this.
Item thumbnails now have proper environment maps (meaning they're no longer black), and they also support certain visual modifications like burning/freezing.

webp uploads are broken so i can't show anything here



I finally managed to write some shader stuff, so here's a first iteration of drug effects.
Apartments and businesses now track power usage, that will be applied when paying rent. Keeping grow lights running 24/7 might no longer be that profitable.
I made an universal system for player actions that lock the player controls. It for example inverts the pickup logic where before a pickup had a cooldown, now it takes time to actually pick something up instead.
You can now throw yourself off buildings, and driving into pedestrians will make them go flying.
I made a barebones framework for minigames, the only one available now is pouring things, but it's very much unfinished.
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.