userJake_Richcancel

4,566 Commits over 1,280 Days - 0.15cph!

8 Days Ago
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
8 Days Ago
Enable pauseUntilReset on harbor 2 S2P - fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
8 Days Ago
Enable pauseUntilReset on harbor 1 S2P
8 Days Ago
Enable pauseUntilLooted on ferry terminal S2P
8 Days Ago
Add pauseUntilReset to airfield puzzle room S2P
9 Days Ago
merge from main -> puzzle_reset_changes
13 Days Ago
merge from puzzle_reset_changes -> main
13 Days Ago
Redo codegen becasue it was failing to merge
13 Days Ago
merge from main -> puzzle_reset_changes
13 Days Ago
Prevent barrels from starting the reset timer (so players can't shoot barrels to start reset time) S2P
13 Days Ago
merge from puzzle_reset_changes/arctic_research -> puzzle_reset_changes
13 Days Ago
Set all spawn groups to spawn their existing maximum amount per tick so it works correctly with the puzzle reset S2P
13 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
13 Days Ago
Ignore snowmobile spawn group since it doesn't track snowmobile count
13 Days Ago
Handle SpawnGroups automatically that don't have enough spawn positions to hit the maximum
13 Days Ago
Show what SpawnGroup has been looted in the ddraw
13 Days Ago
Add radiation to arctic research and pause until looted S2P
13 Days Ago
Delete the 2nd puzzle reset for scientist spawners only, attach everything to the main puzzle reset
13 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!)
13 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
13 Days Ago
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
13 Days Ago
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
13 Days Ago
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
13 Days Ago
Pause launch site puzzle until crates are looted S2P
13 Days Ago
Pause military tunnels puzzle reset until crates are looted S2P
13 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
13 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)
14 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)
14 Days Ago
Pause NMS puzzle reset timer until crates are looted S2P
14 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
14 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
14 Days Ago
Fix military tunnel scene not being playable in editor Fix puzzle reset not covering a small part of the underground area S2P
14 Days Ago
merge from military_tunnels -> puzzle_reset_changes
14 Days Ago
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset S2P
14 Days Ago
update puzzle_reset_changes/military_tunnels
14 Days Ago
Shrink water treatment puzzle resets slightly S2P
14 Days Ago
Dome shrink puzzle reset from 60m -> 6m S2P
14 Days Ago
Harbor 2 shrink puzzle reset 50m -> 7m S2P
14 Days Ago
Harbor 1 shrink puzzlereset from 60m -> 7m S2P
14 Days Ago
merge from puzzle_reset_changes -> main
14 Days Ago
Add radiation to launch puzzle reset S2P
14 Days Ago
Move trainyard puzzle reset on top of the puzzle room (only half covered it?) Add radiation to trainyard puzzle S2P
14 Days Ago
Add radiation to dome puzzle S2P
14 Days Ago
Shifted puzzle reset so it covered the entire sewer branch puzzle Add radiation S2P
14 Days Ago
Add radiation to satellite Shrunk puzzle reset to the keycard room: covered the entire monument S2P
14 Days Ago
Shrunk radtown puzzle reset range and centered on the building: it was huge Enabled radiation S2P
15 Days Ago
Add radiation to power plant main puzzle building S2P
15 Days Ago
Enable radiation on NMS S2P
15 Days 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
15 Days Ago
Add radiation to harbor 2 keycard room S2P