userElliotHcancel
branchrust_reboot/main/PlayerMaintainedMonuments/airfield_maintainable_featurescancel

35 Commits over 61 Days - 0.02cph!

19 Days Ago
apply prefab changes with S2P Airfield
19 Days Ago
adjust door manipulator to connect to powergrid indicator wires
19 Days Ago
merge from PlayerMaintainedMonuments
20 Days 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
20 Days Ago
switch airfield indicator lights back to green from feedback
21 Days Ago
upped weight of Chinook DropCrate AI State when the call is active (6 -> 10,000)
21 Days Ago
apply prefab to scene, S2P airfield
21 Days 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
21 Days Ago
merge from PlayerMaintainedMonuments
26 Days 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
26 Days Ago
merge from PlayerMaintainedMonuments
26 Days Ago
update prefab in scene, + airfield S2P
27 Days 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
27 Days Ago
merge from PlayerMaintainedMonuments
34 Days Ago
prefab update in airfield scene + S2P
34 Days 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
34 Days Ago
merge from PlayerMaintainedMonuments
39 Days Ago
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
39 Days Ago
ChargeUpIOEntity saves/loads charge to/from disk
39 Days Ago
merge from PlayerMaintainedMonuments
40 Days Ago
merge from PlayerMaintainedMonuments
45 Days Ago
added maintainables to scene + S2P
45 Days Ago
fixed up prefabs moved maintainables into proper place in monument (WIP placement)
45 Days Ago
merge from PlayerMaintainedMonuments
2 Months Ago
add cooldown to activation, replace placeholder models with different placeholders that look more like airfield props
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
change charge to increase by 1 each tick instead of increasign by power consumed, easier to configure
2 Months Ago
fixes after switching to charge-up IO
2 Months Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
airfield scene to prefab - added mockup maintanables to monument for playtesting
2 Months Ago
fixes and improvements, created mockup prefab for playtesting
2 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