userJake_Richcancel
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4,667 Commits over 1,341 Days - 0.15cph!

2 Months Ago
Enable pauseUntilLooted in radtown S2P
2 Months Ago
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
2 Months Ago
Enable pauseUntilReset on harbor 2 S2P - fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
2 Months Ago
Enable pauseUntilReset on harbor 1 S2P
2 Months Ago
Enable pauseUntilLooted on ferry terminal S2P
2 Months Ago
Add pauseUntilReset to airfield puzzle room S2P
2 Months Ago
merge from main -> puzzle_reset_changes
2 Months Ago
merge from puzzle_reset_changes -> main
2 Months Ago
Redo codegen becasue it was failing to merge
2 Months Ago
merge from main -> puzzle_reset_changes
2 Months Ago
Prevent barrels from starting the reset timer (so players can't shoot barrels to start reset time) S2P
2 Months Ago
merge from puzzle_reset_changes/arctic_research -> puzzle_reset_changes
2 Months Ago
Set all spawn groups to spawn their existing maximum amount per tick so it works correctly with the puzzle reset S2P
2 Months 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
2 Months Ago
Ignore snowmobile spawn group since it doesn't track snowmobile count
2 Months Ago
Handle SpawnGroups automatically that don't have enough spawn positions to hit the maximum
2 Months Ago
Show what SpawnGroup has been looted in the ddraw
2 Months Ago
Add radiation to arctic research and pause until looted S2P
2 Months Ago
Delete the 2nd puzzle reset for scientist spawners only, attach everything to the main puzzle reset
2 Months 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!)
2 Months 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
2 Months Ago
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
2 Months Ago
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
2 Months Ago
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
2 Months Ago
Pause launch site puzzle until crates are looted S2P
2 Months Ago
Pause military tunnels puzzle reset until crates are looted S2P
2 Months 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
2 Months 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)
2 Months 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)
2 Months Ago
Pause NMS puzzle reset timer until crates are looted S2P
2 Months 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
2 Months 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
2 Months Ago
Fix military tunnel scene not being playable in editor Fix puzzle reset not covering a small part of the underground area S2P
2 Months Ago
merge from military_tunnels -> puzzle_reset_changes
2 Months Ago
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset S2P
2 Months Ago
update puzzle_reset_changes/military_tunnels
2 Months Ago
Shrink water treatment puzzle resets slightly S2P
2 Months Ago
Dome shrink puzzle reset from 60m -> 6m S2P
2 Months Ago
Harbor 2 shrink puzzle reset 50m -> 7m S2P
2 Months Ago
Harbor 1 shrink puzzlereset from 60m -> 7m S2P
2 Months Ago
merge from puzzle_reset_changes -> main
2 Months Ago
Add radiation to launch puzzle reset S2P
2 Months Ago
Move trainyard puzzle reset on top of the puzzle room (only half covered it?) Add radiation to trainyard puzzle S2P
2 Months Ago
Add radiation to dome puzzle S2P
2 Months Ago
Shifted puzzle reset so it covered the entire sewer branch puzzle Add radiation S2P
2 Months Ago
Add radiation to satellite Shrunk puzzle reset to the keycard room: covered the entire monument S2P
2 Months Ago
Shrunk radtown puzzle reset range and centered on the building: it was huge Enabled radiation S2P
2 Months Ago
Add radiation to power plant main puzzle building S2P
2 Months Ago
Enable radiation on NMS S2P
2 Months Ago
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