12,632 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
                Allow all the frankenstein parts to be added to conveyor filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow frankenstein mask in conveyor filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from junkpile_jump_improvements_2
 
                
                
                
                
                
             
         
        
            
            
            
                
                Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Subtract 
135187 (revert water jump out height to 13)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Align the sort settings to the top of the loot panel for large containers, the bottom for small
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from box_sorting_ui
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added prevent movement volumes to the small ramp to stop players falling through
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_boxsorting
 
                
                
                
                
                
             
         
        
            
            
            
                
                More sorting fixes
Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
 
                
                
                
                
                
             
         
        
            
            
            
                
                Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order)
Added a passthrough to the storage adaptor
Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from puzzle_reset_changes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted the recttransform so the sort settings prefab can be edited in place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_boxsorting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from hackweek_boxsorting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Properly fixed pooling on sorting settings
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                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