4,537 Commits over 1,280 Days - 0.15cph!
Allow SpawnGroups to override their reset behavior
- crates above NMS won't start the reset timer
- scientists inside NMS could start the reset timer
Add support for puzzle resets to only start counting their timer down once they are looted
- easier to check loot than wait for the keycard to specifically be swiped
- enabled per puzzle reset
- will ignore NPCs being killed outside the monument
- very similar to how junkpiles work: start reset timer once the crates have been looted
Fix military tunnel scene not being playable in editor
Fix puzzle reset not covering a small part of the underground area
S2P
merge from military_tunnels -> puzzle_reset_changes
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset
S2P
update puzzle_reset_changes/military_tunnels
Shrink water treatment puzzle resets slightly
S2P
Dome shrink puzzle reset from 60m -> 6m
S2P
Harbor 2 shrink puzzle reset 50m -> 7m
S2P
Harbor 1 shrink puzzlereset from 60m -> 7m
S2P
merge from puzzle_reset_changes -> main
Add radiation to launch puzzle reset
S2P
Move trainyard puzzle reset on top of the puzzle room (only half covered it?)
Add radiation to trainyard puzzle
S2P
Add radiation to dome puzzle
S2P
Shifted puzzle reset so it covered the entire sewer branch puzzle
Add radiation
S2P
Add radiation to satellite
Shrunk puzzle reset to the keycard room: covered the entire monument
S2P
Shrunk radtown puzzle reset range and centered on the building: it was huge
Enabled radiation
S2P
Add radiation to power plant main puzzle building
S2P
Enable radiation on NMS
S2P
Try merging two existing puzzle resets into the larger one so we only have a single RadiationTrigger in the monument
- remove PuzzleReset generator that had no IO connections
- move it's SpawnGroups over to the other PuzzleReset
Enable radiation on the new single puzzle reset
S2P
Add radiation to harbor 2 keycard room
S2P
Add radiation to harbor 1 keycard room
S2P
Move ferry terminal puzzle reset over to the puzzle room because it was on the wrong side of the monument
Enable radiation on the ferry terminal keycard room
S2P
Enable radiation on airfield puzzle room
S2P
merge from puzzle_reset_changes -> main
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime
- will only show to admins who are inside the reset ranges
- will update every 10s, based off puzzle reset code
Cherrypick DDrawCommand from naval update
merge from qol_backpack_gather -> main
Allow items picked up off ground to go into backpack when inventory is full
- applies to both normal items and keycards
merge from main -> qol_backpack_gather
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset
S2P
Shrink power plant main reset from 40m -> 25m
Enable radiation on main building
Water treatment box puzzle reset example
Test adding support for box support for puzzle resets
- defaults to spheres, can opt into the box shape
- still checks by looping through all players, uses an OBB if shape is a box
- stores extents and shape in PuzzleReset protobuf
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
Fix not attaching the radiation trigger to the playerDetectionOrigin
Fix analytics not including monument after server restart
- it still was including the name of the SpawnGroups so it was sorta useable
- switch from using the PuzzleReset entity to using SpawnGroups
Make puzle reset radiation bypass armor similar to how oil rig radiation works
Add `Time blocked by radiation` to analytics
- fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time)
- renamed to 'time_blocked_total' so easier to backfill
merge from qol_perf_formatting -> main
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3
- add GPU time to level 6
- rename TicksToNS because it should have been named the inverse
- hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks
merge from qol_dump_improvements -> main
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merge from main -> qol_dump_improvements
merge from qol_backpack_gather -> main