userJake_Richcancel
branchrust_reboot/main/high_wall_upkeepcancel

16 Commits over 0 Days - Infinitycph!

3 Months Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
3 Months Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
3 Months Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
3 Months Ago
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
3 Months Ago
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
3 Months Ago
Fix sqrDistance still being calculated for high walls despite not being used
3 Months Ago
Switch high walls to look for oldest building block (like building priv works) instead of closest block
3 Months Ago
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
3 Months Ago
merge from main -> high_wall_upkeep
3 Months Ago
Add upkeep component to the legacy & ice high walls
3 Months Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
3 Months Ago
merge from main -> high_wall_upkeep
3 Months Ago
Add the upkeep component to both high walls and gates
3 Months Ago
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
3 Months Ago
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
3 Months Ago
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft