branchrust_reboot/main/PlayerMaintainedMonuments/powergridcancel
20 Commits over 30 Days - 0.03cph!
Supermarket scene playable in editor
Update supermarket freezer so new effects are toggled on/off with power
S2P supermarket
Fix the fuse gib being created every time a fuse would leave its item slot for any reason
Merge from PlayerMaintainedMonuments
Implement arted up variant of powerplant fuse box
- Fuses visible in fusebox according to which slot they are placed in
- Use gib for popping out spent fuses
- Add custom loot panel for the powerplant fuse boxes
- Move powerplant fuse condition loss to a convar
Also:
- Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled
- Fix loot panels reverting to the quick craft panel when closing the entire panel
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/Heavy Fuse
Update supermarket loot fridge with new freezer asset
S2P supermarket
Merge from pmm_supermarket_food_freezer
Merge from PlayerMaintainedMonuments
Restore Recycler change from apartments
Merge from PlayerMaintainedMonuments
Add powergrid stages
Updated all current powergrid connected things to work with stages. Each stage has a certain number of required fuses, some things will only power on at a certain stage
S2P powerplant
Remove recycler powergrid settings per recycler, now setup per recycler zone in the RecyclerConfig asset
Set all standard recyclers to be powered off without an online powergrid, safezone recyclers unaffected
Fix the recycler light being in the wrong state when entering network range
Merge from PlayerMaintainedMonuments
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points.
Rename powergrid_generator.static prefab as it isn't really a generator
Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
Fix the power plant high grade fuseboxes using the wrong loot panel type
S2P powerplant
Enable powergrid settings on the recyclers in outpost for demo purposes
S2P outpost/compound