userMartyn Chapmancancel

1,302 Commits over 487 Days - 0.11cph!

3 Months Ago
Merge from main
3 Months Ago
- Revert changes to recyclers outside safezones, keep duration boost at powergrid stage 4 - Add 2 new recyclers to outpost which have the same stats as regular non-safezone recyclers except these require powergrid stage 1 to use All still subject to change - Fix safezone recyclers getting boosted stats with the powergrid, this was bugged. Safezone recyclers are currently unchanged from before - Fix recycler stats updating immediately upon powergrid stage being changed rather than waiting to receive the change via the work queue S2P compound/outpost
3 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Restore recycler change from 158020
3 Months Ago
Merge from main
3 Months Ago
Powerplant fuse boxes now zap you if you try to remove a fuse S2P powerplant
3 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Months Ago
Read/write enabled on collision meshes for powerplant fuseboxes
3 Months Ago
Adjust required fuses for different powergrid stages Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
3 Months Ago
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken - Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value - Make heavy fuse item stackable
3 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Months Ago
S2P launch site
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Fix supermarket loot fridge not refreshing contents after a server restart Fix issue with other loot containers not saving their current refresh countdown, meaning they restart rather than resume their countdowns on server reboot Remove unused ProtoBuf.Loot definition, replaced with ProtoBuf.LootContainer
3 Months Ago
Compile fix
3 Months Ago
Merge from PlayerMaintainedMonuments/blockerssubtract
3 Months Ago
Subtractive merge from changeset 155689 Merge from MonumentBlockers
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Merge from main
3 Months Ago
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Maintained monuments related .meta changes from running manifest
3 Months Ago
Manifest
3 Months Ago
Restore changes to large Oilrig Run testlists, codegen, localization
3 Months Ago
Merge from main Took large Oilrig version from main
3 Months Ago
Fix issues with deploying ladders on powerlines S2P powerplant, outpost, launch site. Can stomp changes and run S2P again in case of conflict
3 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Months Ago
Fix NRE from powerplant fuse boxes when loading a server save
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Months Ago
IO setup for generic powergrid connected lootroom
3 Months Ago
Testlist
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Merge from main
3 Months Ago
Merge from PlayerMaintainedMonuments/power_line_changes
3 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Months Ago
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Editor OnValidate error log if LodComponent is unassigned on MonumentBlocker
3 Months Ago
Fix issues with barrel blockers preventing play mode when they are in the scene
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Manifest
3 Months Ago
Fix borked proto merge, run codegen, now compiles
3 Months Ago
Merge from main
3 Months Ago
Fix powerplant fuse condition loss not using tick deltatime
3 Months Ago
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once Add convars for tuning how fast powergrid stage updates should happen
3 Months Ago
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
4 Months Ago
Merge from PlayerMaintainedMonuments/powergrid