userElliotHcancel
branchrust_reboot/main/PlayerMaintainedMonuments/airfield_maintainable_featurescancel

35 Commits over 61 Days - 0.02cph!

2 Months Ago
apply prefab changes with S2P Airfield
2 Months Ago
adjust door manipulator to connect to powergrid indicator wires
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
Add airfield call check to StateThink of DropCrate, so it can now interrupt dropping in other monuments Ingore drop timeout timer when airfield call is active and unassigned
2 Months Ago
switch airfield indicator lights back to green from feedback
2 Months Ago
upped weight of Chinook DropCrate AI State when the call is active (6 -> 10,000)
2 Months Ago
apply prefab to scene, S2P airfield
2 Months Ago
added black/uncoloured variant of security door for airfield powergrid doors added powergrid indicators to tower door and terminal room in airfield maintainables prefab removed press button from airdrop terminal
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
polish up airfield terminals - fix pressing button stopping charging - added "losing charge" state to screens - missing emission toggle - remove activation button from airdrop terminal (from playtest feedback), still present on chinook terminal - clean up airfield maintainables prefab
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
update prefab in scene, + airfield S2P
2 Months Ago
Added first pass of screens to the airfield terminals - conditional contents based on charge - switched Charge variable to syncvar, cleaner and better hooks - added first pass of hook-ups for sounds, when ready - fixed chargeupIO decaying charge code, not a bug but oddly inconsistent - reworked prefab for airfield maintainables, moved everything around according to feedback - added + improved testing convars for the two terminals
2 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
prefab update in airfield scene + S2P
3 Months Ago
airfield fixes & updates - second fusebox is now gated behind powergrid stage 4 (this means you can't charge chinook call terminal unless stage 4 power) - added better indicators with flashing lights for charging stages - remove "mockups" from maintainable folder name - manifest
3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
3 Months Ago
ChargeUpIOEntity saves/loads charge to/from disk
3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
added maintainables to scene + S2P
3 Months Ago
fixed up prefabs moved maintainables into proper place in monument (WIP placement)
3 Months Ago
merge from PlayerMaintainedMonuments
4 Months Ago
add cooldown to activation, replace placeholder models with different placeholders that look more like airfield props
4 Months Ago
merge from PlayerMaintainedMonuments
4 Months Ago
change charge to increase by 1 each tick instead of increasign by power consumed, easier to configure
4 Months Ago
fixes after switching to charge-up IO
4 Months Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
4 Months Ago
merge from PlayerMaintainedMonuments
4 Months Ago
airfield scene to prefab - added mockup maintanables to monument for playtesting
4 Months Ago
fixes and improvements, created mockup prefab for playtesting
4 Months Ago
First pass on airfield maintainable monument terminals - 1st terminal increases air drop event timer tick rate (2x speed on countdown) - 2nd terminal calls in a chinook to drop a crate at specified drop zone (or redirects if already present) Will hook into power grid, with fuse "puzzle" to choose between terminal options