branchrust_reboot/main/PlayerMaintainedMonumentscancel
114 Commits over 92 Days - 0.05cph!
Maintained monuments related .meta changes from running manifest
Restore changes to large Oilrig
Run testlists, codegen, localization
Merge from main
Took large Oilrig version from main
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments/powergrid
Fix borked proto merge, run codegen, now compiles
Merge from PlayerMaintainedMonuments/powergrid
Merge from satellite_crash
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments/powergrid
Run S2P on outpost, launch site, and powerplant again after stomping changes from
156459 Manually disabled shadows on wire_prefab
Codegen
Codegen, phrases, manifest
Fix compile error
Merge from main
Kept Oilrig_1.prefab PlayerMaintainedMonuments version
Merge from MonumentBlockers
Codegen, localization, manifest
Restore Recycler change from apartments
Take compound scene from main, S2P
- Add a fridge to supermarket which periodically respawns food and can be opened if there is an online powergrid. Using existing fridge asset for now
- Add servervars 'respawnloot_lookingat', 'respawnloot_radius' and 'respawnloot_all' to respawn loot in loot containers
- Add ILootContainer interface so the lootable fridge can also be treated as a loot container
- S2P supermarket, add gas station to maintained monuments test map
Add simple demo loot room to powerplant locked behind a powered powergrid
Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid
- Improve how powergrid IO access points were handling changes in available power
- Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Fix World.Spawn not checking if prefab is contained in the new serialized GameObjectRef[] array for spawning specific monuments
Wasn't a problem testing maps in C+S in editor but could have been problem in future if regular procgen maps made use of this array
Add airfield and supermarket to procgen test map