1,259 Commits over 487 Days - 0.11cph!
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
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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
Merge from PlayerMaintainedMonuments/powergrid
Removed green light from powerline electric box
Adjusted timings of jacobs ladder effect, should be visible much less frequently
Reduced cull distance for jacobs ladder effect to 30m
Merge from PlayerMaintainedMonuments
Undo the code changes from MonumentBlockers, we starting again
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
- Revert making ladders deployable on powerline poles, instead powerlines have invisible ladders on them. Revert a bunch of changes to accomodate for ladder deploying including the folly of making powerline poles entities
- Keep powerline pole entity asset in project for now to not potentially brick any current demo saves
- Powerline poles cannot be climbed inside monuments. Can't plug into them there anyway
- S2P powerplant, launchsite, outpost/compound
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Allow IO entities to set custom min/max slack levels when creating connections with that entity
Setup minimum wire slack level for connecting to powerline poles
Merge from PlayerMaintainedMonuments/powergrid
Setup powergrid stage indicators on the new fuseboxes at powerplant
Adjusted fusebox positions
S2P powerplant
Merge from PlayerMaintainedMonuments
Merge from autoturret_compile_fix
Move IRemoteControllable.GetEyesMatrix to server, fixes compile error on AutoTurret implementation
Rebuild localization phrases
Merge from PlayerMaintainedMonuments/powergrid
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh