4,510 Commits over 1,249 Days - 0.15cph!
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
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