1,061 Commits over 426 Days - 0.10cph!
Merge from PlayerMaintainedMonuments
Restore recycler change from
158020
Powerplant fuse boxes now zap you if you try to remove a fuse
S2P powerplant
Merge from PlayerMaintainedMonuments/powergrid
Read/write enabled on collision meshes for powerplant fuseboxes
Adjust required fuses for different powergrid stages
Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken
- Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value
- Make heavy fuse item stackable
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Fix supermarket loot fridge not refreshing contents after a server restart
Fix issue with other loot containers not saving their current refresh countdown, meaning they restart rather than resume their countdowns on server reboot
Remove unused ProtoBuf.Loot definition, replaced with ProtoBuf.LootContainer
Merge from PlayerMaintainedMonuments/blockerssubtract
Subtractive merge from changeset
155689 Merge from MonumentBlockers
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
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
Fix issues with deploying ladders on powerlines
S2P powerplant, outpost, launch site. Can stomp changes and run S2P again in case of conflict
Merge from PlayerMaintainedMonuments/powergrid
Fix NRE from powerplant fuse boxes when loading a server save
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
IO setup for generic powergrid connected lootroom
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/power_line_changes
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Editor OnValidate error log if LodComponent is unassigned on MonumentBlocker
Fix issues with barrel blockers preventing play mode when they are in the scene
Merge from PlayerMaintainedMonuments
Fix borked proto merge, run codegen, now compiles
Fix powerplant fuse condition loss not using tick deltatime
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once
Add convars for tuning how fast powergrid stage updates should happen
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame
Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first
Update powergrid.status convar