790 Commits over 365 Days - 0.09cph!
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
move zoom input toggle from reticle to mountable
fix dart hovering in front of face in viewmodel
fix double throw in local debug cam
local 3p model also gets animation events for dart when viewmodel throws
dart model now sticks to 3p hand without held entity
add cooldown to activation, replace placeholder models with different placeholders that look more like airfield props
merge from PlayerMaintainedMonuments
merge from workshop_fix_doorhatch
fix workshop rendererbatch not working for child objects and edge case re-enabling by other scripts
change charge to increase by 1 each tick instead of increasign by power consumed, easier to configure
fixes after switching to charge-up IO
remove old model & textures, update icon and guide mesh
merge from fix_workshop_autoscreenshots
update workshop automatic screenshots to accomodate for steam upload limit 5mb -> 1mb
refactor airfield terminals to use a "charge up" type of powering
made general ChargeUpIOEntity to inherit from for this style of behaviour
merge from PlayerMaintainedMonuments
merge from PlayerMaintainedMonuments
updates to gas station circuitry/garage door from meeting feedback
maintaining gas station spawns better car parts (w mockup prefab)
gas station maintainable car lift mockup
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
airfield scene to prefab
- added mockup maintanables to monument for playtesting
fixes and improvements, created mockup prefab for playtesting
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
fix for last thrown dart in 2p counting as next players first throw
fix scoreboard not updating for 2nd player
potential fix camera bug by removing viewmodel camera bone animation
integrated new dartboard model
fixes and improved QoL
- starting and ending game happens in interact menu of the board, not the mountable mat
- updating score timer happens when you step on and off mat, so stepping off pauses the timer and doesnt ruin leaderboard run
- fixed scoring issue on winning turn
- added game over panel to score panel, otherwise there was no indication a game was done
- fixed UI to show loaderboard time instead of scoring (as scoring is now in world)
- mounting/dimounting sends network update to board, so it can display changes on clients
- added player name to score cards
- fix playerdata states not being set properly
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
move scoring to in-world screen to prepare for chalkboard,
scoreboard working for 1p and 2p games,
- refactored to keep track of scores per turn, for better easier handling on scoreboard and coming in/out of network range
fixes to 2player games
- no longer have to wait for both players to register to the game, only 1 is needed.
- 1st player takes their turn, then the next player to mount registers as 2nd player and takes their turn afterwards
- fixed nonregistered players being able to play/mount, and added convar for being able to play 2p against yourself (for debugging)
- various other fixes
rebased darts_game branch
fix protobufs on game_room_dlc branch
merge from game_room_dlc -> darts_game
initial setup of 2 player darts
- refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not.
- added interact menu options for starting 1p/2p darts games, as well as options for ending games early
- games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn.
- first pass on 2p game controller
update protobufs for multiplayer support
preparing for multiplayer darts setup:
convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface