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4,581 Commits over 1,280 Days - 0.15cph!

11 Days Ago
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
11 Days Ago
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
11 Days Ago
merge from puzzle_reset_changes -> main
11 Days Ago
Fix radiation trigger not being multiplied by 2 (extents vs size)
11 Days Ago
merge from puzzle_reset_changes -> main
11 Days Ago
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
11 Days Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
11 Days Ago
Enable pauseUntilLooted in powerplant S2P
12 Days Ago
merge from puzzle_reset_changes -> main
12 Days Ago
Enable pauseUntilLooted on water treatment Disable radiation on the manually opened puzzle room S2P
12 Days Ago
Enable pauseUntilReset on trainyard S2P
12 Days Ago
Enable pauseUntilLooted on dome S2P
12 Days Ago
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle S2P
12 Days Ago
Enable pauseUntilLooted in sats S2P - shrink from 7m -> 5m
12 Days Ago
Enable pauseUntilLooted in radtown S2P
12 Days Ago
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
12 Days Ago
Enable pauseUntilReset on harbor 2 S2P - fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
12 Days Ago
Enable pauseUntilReset on harbor 1 S2P
12 Days Ago
Enable pauseUntilLooted on ferry terminal S2P
12 Days Ago
Add pauseUntilReset to airfield puzzle room S2P
12 Days Ago
merge from main -> puzzle_reset_changes
17 Days Ago
merge from puzzle_reset_changes -> main
17 Days Ago
Redo codegen becasue it was failing to merge
17 Days Ago
merge from main -> puzzle_reset_changes
17 Days Ago
Prevent barrels from starting the reset timer (so players can't shoot barrels to start reset time) S2P
17 Days Ago
merge from puzzle_reset_changes/arctic_research -> puzzle_reset_changes
17 Days Ago
Set all spawn groups to spawn their existing maximum amount per tick so it works correctly with the puzzle reset S2P
17 Days Ago
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
17 Days Ago
Ignore snowmobile spawn group since it doesn't track snowmobile count
17 Days Ago
Handle SpawnGroups automatically that don't have enough spawn positions to hit the maximum
17 Days Ago
Show what SpawnGroup has been looted in the ddraw
17 Days Ago
Add radiation to arctic research and pause until looted S2P
17 Days Ago
Delete the 2nd puzzle reset for scientist spawners only, attach everything to the main puzzle reset
17 Days Ago
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!)
17 Days Ago
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
17 Days Ago
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
17 Days Ago
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
17 Days Ago
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
17 Days Ago
Pause launch site puzzle until crates are looted S2P
17 Days Ago
Pause military tunnels puzzle reset until crates are looted S2P
17 Days Ago
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
17 Days Ago
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
17 Days Ago
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)
17 Days Ago
Pause NMS puzzle reset timer until crates are looted S2P
17 Days Ago
Allow SpawnGroups to override their reset behavior - crates above NMS won't start the reset timer - scientists inside NMS could start the reset timer
17 Days Ago
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
17 Days Ago
Fix military tunnel scene not being playable in editor Fix puzzle reset not covering a small part of the underground area S2P
17 Days Ago
merge from military_tunnels -> puzzle_reset_changes
17 Days Ago
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset S2P
17 Days Ago
update puzzle_reset_changes/military_tunnels