813 Commits over 365 Days - 0.09cph!
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map
Much safer fix for held entities potentially reappearing during gestures when they should be hidden
Attempted fix/refactor of how we hide held entities whilst performing gestures
Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before)
Seems to work okay, seemingly only a few small issues to iron out
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
Update files that are showing as different from main
Merge from m16a2/turret_burstfire
Restore missed change in last commit
Cache the invoke delegates in AutoTurret.Server
Restore changes from merge
Fixes for burst firing in turrets, seems to work okay now
Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo
Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages
Update all existing resource entities so collision meshes are held in the new arrays instead
Update collapse blocker to correctly swap out its colliders at each stage
Remove root transform name from path to gibs, was unnecessary and caused trip ups
Fix monument blockers spawning all their gib stages on death
Fix gibbable paths on vent cage blocker
- 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
Rename vent blocker entity for consistency
Rebuild manifest
Fix monument blocker resource dispenser not respecting its melee protection stats
Fixes an explosive damage only monument blocker still being able to take melee hits
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
Manifest, codegen, localization
Merge from apartment_complex_monument
Was easier than merging from main as this branch contains an earlier merge from apartments
Merge from findobjectsoftype_replace
Merge from setflag_change
Bring usages of obsolete SetFlag back to 0 after merge
Merge from editorshortcut_selectprefabroot
Merge from lr300space_display_fix
Changed physics material on barricades blocker from metalore to metal
Remove some debug logs from MonumentBlocker script