12,603 Commits over 2,284 Days - 0.23cph!
Save radiationReset value on PuzzleReset
Compile fixes
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime)
Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime)
Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing
Support for ai zone box bounds
Add server.monumentPuzzleResetRadiationRadiusMultiplier defaults to 1.5
Controls how much further than the puzzle reset radius the radiation will extend
Merge from main (resolved WTP conflict)
Merge from wtp_rock_sewer_fix
Update water treatment to work in the monument scene (save constant S2P)
Added debug.applyPuzzleResetTime, simulates a given number of seconds passing on all puzzle reset components in the world
Added an inspector readout to PuzzleReset to show the current timings in the editor
Added radiationReset option to PuzzleReset, will slowly fill a monument with radiation when the reset timer is nearing it's reset (controlled by radiationStartTimeNormalised)
Merge from main
Planner.prefab caused a conflict, used the versin from main
Construction_plans.mat had been changed on main and deleted on this branch, preserved the change
Some WIP improvements for climbing on water junkpiles
Roll water jump out height back to 13, we don't want players leaping out of the water like majestic dolphins
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Merge from hackweek_boxsorting
Run sorting in a budgeted queue
Remove manual button, all sorting is now automatic while powered and enabled
Removed associated UI and RPC
Fix pooling issue on sort config panel
Merge from hackweek_boxsorting
Added a new option to CullingVolume - AllowOnEntities
Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy)
This is off by default as if it was used on an actual entity it could have some unintended side effects
Enabled on all of the floating city volumes, S2P all cities
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Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
Merge from hackweek_boxsorting
Added server.allowSorting convar as a safeguard (defaults to true)
Merge from hackweek_boxsorting
Fixed storage adaptor input slot not showing handles
Only allow sorting while powered
Remove automatic mode
Apply translations
Merge from water_jump_height_change
Increase jump up height when exiting water onto a ledge (13 -> 18)
Fix ammo vis not initialising properly in some cases
Allow food to be stacked regardless of spoil time in the cooking workbench, will use the lowest spoil time so use with caution (food safety is no joke)
Food will now no longer spoil if it is in the arctic biome
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Refactored fog of war into two separate sets of fog - mainland and deep sea
This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images
Re-enabled opening the map in hardcore/deep sea
Added new server.deepseafogofwar convar, defaults to true on all game modes
Fixed deep sea fog not working on death screen correctly
Fixed fog not calculating while in deep sea until the player opens the map at least once
Possibly fixed fog revealing a couple of pixels on the other side of the world
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Set small ramp collider layer to Vehicle world, solves some clipping issues