1,176 Commits over 457 Days - 0.11cph!
Merge from powergrid/fuse_deterioration
Merge from powergrid/wire_auth
Heavy fuse deterioration changes:
- All inserted fuses deteriorate per tick rather than just the oldest
- Fuses below 30% condition deteriorate faster
- If no fuses are below 30%, then the weakest fuse deteriorates faster
Adjustable by convars
Only allow breaking connections from powerlines if you have building auth over the entity at the other end of the connection
Can connect wires to the new powerline IO even without building privilege
Disable being able to swap heavy fuses from the power plant fuseboxes. Get zapped for trying
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Powerplant new loot fixes
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Readd powerline_pole_a to original folder path so older maps still have powerlines. Is variant of new climbable prefab
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Remove stale references to powerline entities in various scenes, WhatUsesThis now returns expected result
Remove usages of now unused powerline entity from various scenes
S2P harbor1, harbor2, trainyard, gas station, warehouse
Change door in new power plant loot room to use new colourless security door
Update the loot in the room
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Remove some of the crud on the ground so the red recycler can sit in the green recycler spot
Remove the green recycler nearby the control room at power plant, now just the new red recycler there
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Fix some airfield terminals NRE's when loading a save in client+server
Delete some unused powergrid classes
Fix turbine loop sound sometimes not playing
Optimise PowergridToggle to update through stage change events instead of polling the current stage every frame
Removed the distance check on PowergridToggle, just update immediately. We aren't rippling out the powergrid stage updates anymore so this isn't being utilised and it's a ballache to support
Renamed to PowergridClientToggle as it's now clientside only, we weren't utilising the options to run it serverside
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Setup powered turbines at launch site
Fix turbine smoke particle LOD component making it visible when it shouldn't be
Setup powered turbines in water treatment plant
Merge from PlayerMaintainedMonuments
Fixes for turbine FX switching toggle whilst toggle already in progress
Remove pitch variation on turbine sounds
Wind up/down the new spinny powergrid turbines so they synchronize better with the sounds
Merge from PlayerMaintainedMonuments
Add simple clientside component for playing powergrid startup/loop/winddown sound
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Merge from powergrid_demo_fix
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback
Fix some issues with PowergridToggle component
Merge from lootpanel_nre_fix