4,537 Commits over 1,280 Days - 0.15cph!
Disable dynamic occlusion pausing until further fixes because it seems to be enabling static occlusion long before parenting is finalized, causing it to think the static position is 0,0,0
merge from fix_has_respawn_options -> main
Fix checking for sleeping bags instead of checking respawn options in PlayerInit()
- was still spawning player on death screen on fresh wipe because it was checking for 0 sleeping bags which would return the mission locked outpost respawn point
merge from fix_dynamic_occlusion_pooling -> main
Fix pooling issue with dynamic occlusion pausing
- was assuming the entity wasn't parented by default, so dynamic = false by default
- however wasn't resetting the bool in ResetState() causing pooling errors
- even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions
- only shown in editor
- the numbers were correct, it's actually really slow to warmup steam items on main thread
merge from puzzle_reset_changes -> main
Fix radiation trigger not being multiplied by 2 (extents vs size)
merge from puzzle_reset_changes -> main
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted
S2P
S2P Launch site to apply previous "pauseUntilLooted" changes
Enable pauseUntilLooted in powerplant
S2P
merge from puzzle_reset_changes -> main
Enable pauseUntilLooted on water treatment
Disable radiation on the manually opened puzzle room
S2P
Enable pauseUntilReset on trainyard
S2P
Enable pauseUntilLooted on dome
S2P
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle
S2P
Enable pauseUntilLooted in sats
S2P
- shrink from 7m -> 5m
Enable pauseUntilLooted in radtown
S2P
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
Enable pauseUntilReset on harbor 2
S2P
- fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
Enable pauseUntilReset on harbor 1
S2P
Enable pauseUntilLooted on ferry terminal
S2P
Add pauseUntilReset to airfield puzzle room
S2P
merge from main -> puzzle_reset_changes
merge from puzzle_reset_changes -> main
Redo codegen becasue it was failing to merge
merge from main -> puzzle_reset_changes
Prevent barrels from starting the reset timer (so players can't shoot barrels to start reset time)
S2P
merge from puzzle_reset_changes/arctic_research -> puzzle_reset_changes
Set all spawn groups to spawn their existing maximum amount per tick so it works correctly with the puzzle reset
S2P
Add the rest of the SpawnGroups in arctic to the single puzzle reset
- otherwise people could loot arctic for free because AI won't respawn until someone loots the blue keycard rooms
Ignore snowmobile spawn group since it doesn't track snowmobile count
Handle SpawnGroups automatically that don't have enough spawn positions to hit the maximum
Show what SpawnGroup has been looted in the ddraw
Add radiation to arctic research and pause until looted
S2P
Delete the 2nd puzzle reset for scientist spawners only, attach everything to the main puzzle reset
Merge two PuzzleReset inside the garages into the main puzzle reset
- move all the RespawnGroups & ResetEnts over
- run "Process" so all SpawnGroup positions are changed
- should cause both blue keycard garages to reset with the rest of the monument (except we aren't done yet!)
Another fix PuzzleReset not calculating if looted
- poll if PuzzleReset is looted instead of caching as loot can spawn after the PuzzleReset checks it's reset causing it to cache the incorrect value
- check if the amount spawned is less than maxPopulation instead of comparing total spawned vs deleted
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
Pause launch site puzzle until crates are looted
S2P
Pause military tunnels puzzle reset until crates are looted
S2P
Fix a bunch of things having their own respawn timers instead of using the military tunnels puzzle (even before I deleted the 2nd puzzle reset in military tunnels)
- fix bottom lab scientists respawning every 15m instead of with the puzzle (aka stop them spawning on top of players)
- fix door barricade above not respawning with the puzzle
- fix diesel respawning separately from the puzzle
S2P
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
Fix a bunch of the NMS SpawnGroups not being assigned in the PuzzleReset
- they were at the same position so should be picked up but better to be safe
- gave each one a numbered name so can confirm fixed
- S2P (even though not needed)
Pause NMS puzzle reset timer until crates are looted
S2P