userMartyn Chapmancancel

1,097 Commits over 426 Days - 0.11cph!

2 Months Ago
Merge from main
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Remove root transform name from path to gibs, was unnecessary and caused trip ups
2 Months Ago
Fix monument blockers spawning all their gib stages on death
2 Months Ago
Fix gibbable paths on vent cage blocker
2 Months Ago
.meta file
2 Months Ago
Manifest
2 Months Ago
Merge from main
2 Months Ago
- 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
3 Months Ago
Rename vent blocker entity for consistency Rebuild manifest
3 Months Ago
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
3 Months Ago
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
3 Months Ago
- 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
3 Months Ago
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
3 Months Ago
Add airfield and supermarket to procgen test map
3 Months Ago
Post merge fixes
3 Months Ago
Manifest, localization
3 Months Ago
Manifest, codegen, localization
3 Months Ago
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
3 Months Ago
Merge from main
3 Months Ago
Merge from findobjectsoftype_replace
3 Months Ago
Merge from main
3 Months Ago
Merge from setflag_change
3 Months Ago
Merge from main
3 Months Ago
Bring usages of obsolete SetFlag back to 0 after merge
3 Months Ago
Merge from main
3 Months Ago
Merge from main
3 Months Ago
Merge from editorshortcut_selectprefabroot
3 Months Ago
Merge from lr300space_display_fix
3 Months Ago
Changed physics material on barricades blocker from metalore to metal Remove some debug logs from MonumentBlocker script
3 Months Ago
Compile fix
3 Months Ago
Merge from main
3 Months Ago
Fix compile error
3 Months Ago
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant Deleted some powergrid testing prefabs
3 Months Ago
Give barricades blocker its own protection property asset
3 Months Ago
Setup MonumentBlocker script with support for different gibs at different destruction stages Make new entity prefab for barricades monument blocker Modify resources dispensed by the barricades monument blocker Remove ResourceStages from StagedResourceEntity, data here has since been migrated to StagedResourceEntityInfo and no discernable reason to still have it
3 Months Ago
Replace various usages of FindObjectsOfType with faster FindObjectsByType without sorting Most usages are editor only or convar utils, but get some small gains like speeding up FindMapEntities on server init on a 4.5k map from 189ms to 63ms
3 Months Ago
Manifest Codegen
3 Months Ago
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map
3 Months Ago
Allow ladders to be rotated squint on powerlines rather than nicely aligned upwards if holding shift whilst placing Doesn't seem useful but also feels like it should be allowed
3 Months Ago
Add a stripped back procedural map for testing all maintained monuments Scenes->Dev->Maintained Monuments Procedural Map
3 Months Ago
Allow ladders to be deployable on powerline poles Rebuild manifest
3 Months Ago
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering Disable biome layer on the number materials, did not appear to be doing anything
3 Months Ago
Rebuild manifest Remove duplicate part visibility rule on m16a2 entity
3 Months Ago
Merge from main
3 Months Ago
Add editor shortcut for selecting prefab root asset from a selected prefab instance
3 Months Ago
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
3 Months Ago
Merge from main
3 Months Ago
Fix buttons always showing as red at lower LOD