833 Commits over 365 Days - 0.10cph!
static small generator prefab, for around back of the gas station
added maintainables to scene + S2P
fixed up gas station car lift
added placeholder sound events
smoothed out movement of lift on clients
dont show "edit car" unless there's a car on it
reworked prefabs after changes, with accurate placements in scene
update gas station maintainable prefabs from new environment
merge from PlayerMaintainedMonuments
fix UI controls to reflect new zoom key (Secondary fire instead of Use)
remove a bunch of ? nullable wrappers
fix invokes from strings to actions
merge from water_treatment_plant_maintainables -> PlayerMaintainedMonuments
tuned up pipe watercatcher:
- added preliminary sound events
- adjusted water generation rate
- tweaked prefab
invisible water producer variant, applied to pipes, manifest
remove greyboxing from water pipe prefab w/ new asset
added maintainables to WTP monument scene + S2P
WTP maintainbles updates
- gearboxes have max pwoer output optional setting
- created new prefab for scene maintainables, with 3 gearboxes set to 75 max power each (200 is threshold to start tank spinning)
- placeholder sound code
- renamed WaterCatched debugging convar to reflect new general state
- removed testing debug logs
darts fixes
- zoom changed to hold right click, zoom factor decreased
- added debugging logs in case of build issues again
- increase viewport clamping so you cant look inside viewmodel
refactor watertreatmentplant gearbox to be one entity instead of a gearbox+wheelswitch
- some duplicated code with the WheelSwitch but cleaner and removes bad coupling on standard fuseboxes
- it fixes most issues and removes all the jank flag-based entity toggling stuff
merge from PlayerMaintainedMonuments -> water_treatment_plant_maintainables
Darts QoL
- viewmodel rotates to aim at reticle position smoothly
- leaderboard menu is hidden in multiplayer (it's a singleplayer only feature)
- mountable headlook clamps to not look through viewmodel
darts polish
- darts stick into board at steeper angle and with slight random offsets
- darts have a more dramatic up-down flight path
- reticle doesnt cast shadows
- unthrown darts appear in offhand in 3p
- tweaked mountable positions
merge from darts_game -> game_room_dlc
merge from darts_game -> game_room_dlc
fix proto after merge, codegen
looser "is this player playing" checking, was overkill & causing edge case bugs
possible fix for clients needing to remount once after joining to throw darts
fixes from 2p testing
- leaderboard crash error fix
- local player double dart throw fix again
- fix UI showing up on opponent's screen somehow
fix debug cam double dart throw
tune up prefab with better sockets
move mountable to accomodate new mat
return dartboard to normal size, increase zoom default to compensate
reduce size of reticle centerdot to accomodate smaller bullseye
water tank pressure buildup w threshold debounce, increase pressure by turning gearbox valves
First pass on gear boxes for maintaining water treatment plant tank
- Insert gears into gearbox
- When gears are present, valve wheel can be turned
- Turning valves increases pressure in water tank
- WIP: Above certain threshold, tank is active and begins to produce water.
Add features to ItemBasedFlowRestrictor, to prepare for water treatment plant gear boxes
- option to destroy 1 passthrough item every x seconds, instead of decaying condition
- option for locking inventory once passthrough items have been inserted (cannot be removed)
blend 3p dart-throwing animation based on position of reticle
proper spinny blades in water treatment maintainable tank
WIP spinning water treatment tank blades
First pass on water treatment plant maintainables
- spawning pipes around the map, with spigots that dispense water like a water barrel
- WIP maintenance actions, currently set up as powered by powergrid + switch on intact tank in monument
score rows show a max of 10 rows, with wrap around at max