1,097 Commits over 426 Days - 0.11cph!
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
Revert change that stopped loot panels from reverting to the quick craft panel when closing them
Causing a few issues across different loot panels
Ensure ladders do not appear on powerlines which have no IO box due to being in the no building zone of a monument
Rotate the ladder visual so it does not clip with the cable that extends from the IO box
Merge from PlayerMaintainedMonuments/powergrid
Better green recycler convar fix
Fix for green recycler efficiency convar
Fix recyclers not being in the correct power state on the client
Remove redundant flag
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Use already set currentEnergy when setting PowergridIOAccessPoint power flag
Remove powerline IO entity spawn from powerlines in monument scenes
Also check if the spawn point is inside a monument prevent building volume before spawning it
S2P powerplant, outpost, launch site
Merge from PlayerMaintainedMonuments/powergrid
Remove debug 15s refresh times lol
Merge from PlayerMaintainedMonuments/powergrid
Change supermarket freezer loot refresh
- Reduced loot refresh contents but at a much shorter refresh cycle
- Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food
- Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh
S2P supermarket
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Merge from PlayerMaintainedMonuments/powergrid
Update powergrid convars
- Add convar for overriding which power stage green recyclers return to their full efficiency
- Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights
- powergrid.status now displays the required number of fuses for each stage
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Update recycler offline english string
Merge from PlayerMaintainedMonuments/powergrid
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage
Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2
Removed the new green recyclers from outpost
Yellow recyclers in safezones remain unchanged
S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
Setup powerline pole ladder visual to only appear on climbable poles
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from MonumentBlockers/workflow_improvements
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it
Serialized data migration for all prefabs which use StagedDestructionEntityInfo
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages
Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
Commit progress
New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels
Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo
Seems to work, need to migrate data from existing prefabs to new serialized fields