12,738 Commits over 2,315 Days - 0.23cph!
Fixed radiation zones not disabling after players leave area
Merge from puzzle_reset_changes
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered
Still WIP, have one edge case issue to fix
Merge from eye_wearable_fix_2
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly)
Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
Allow all the frankenstein parts to be added to conveyor filters
Allow frankenstein mask in conveyor filters
Merge from junkpile_jump_improvements_2
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
Subtract
135187 (revert water jump out height to 13)
Align the sort settings to the top of the loot panel for large containers, the bottom for small
Merge from box_sorting_ui
Added prevent movement volumes to the small ramp to stop players falling through
Merge from hackweek_boxsorting
More sorting fixes
Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order)
Added a passthrough to the storage adaptor
Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
Merge from puzzle_reset_changes
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
S2P water treatment plant
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system
Prevents random monuments becoming irradiated if no player has entered them
Once a player enters a reset range at all the timer will start, cannot be stopped from that point
Added a new TwoTierRadiation volume, comes in Sphere and Box variants
Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
Adjusted the recttransform so the sort settings prefab can be edited in place
Merge from hackweek_boxsorting
Merge from hackweek_boxsorting
Properly fixed pooling on sorting settings
Save radiationReset value on PuzzleReset
Compile fixes
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime)
Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime)
Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing
Support for ai zone box bounds
Add server.monumentPuzzleResetRadiationRadiusMultiplier defaults to 1.5
Controls how much further than the puzzle reset radius the radiation will extend
Merge from main (resolved WTP conflict)
Merge from wtp_rock_sewer_fix
Update water treatment to work in the monument scene (save constant S2P)
Added debug.applyPuzzleResetTime, simulates a given number of seconds passing on all puzzle reset components in the world
Added an inspector readout to PuzzleReset to show the current timings in the editor
Added radiationReset option to PuzzleReset, will slowly fill a monument with radiation when the reset timer is nearing it's reset (controlled by radiationStartTimeNormalised)
Merge from main
Planner.prefab caused a conflict, used the versin from main
Construction_plans.mat had been changed on main and deleted on this branch, preserved the change
Some WIP improvements for climbing on water junkpiles
Roll water jump out height back to 13, we don't want players leaping out of the water like majestic dolphins
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Merge from hackweek_boxsorting
Run sorting in a budgeted queue