branchrust_reboot/main/puzzle_reset_changescancel
16 Commits over 0 Days - ∞cph!
S2P water treatment plant
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system
Prevents random monuments becoming irradiated if no player has entered them
Once a player enters a reset range at all the timer will start, cannot be stopped from that point
Added a new TwoTierRadiation volume, comes in Sphere and Box variants
Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
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)
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)