769 Commits over 365 Days - 0.09cph!
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
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant
Deleted some powergrid testing prefabs
Give barricades blocker its own protection property asset
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
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
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes
Remove terrain erosion component from test map
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
Add a stripped back procedural map for testing all maintained monuments
Scenes->Dev->Maintained Monuments Procedural Map
Allow ladders to be deployable on powerline poles
Rebuild manifest
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
Rebuild manifest
Remove duplicate part visibility rule on m16a2 entity
Add editor shortcut for selecting prefab root asset from a selected prefab instance
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
Fix buttons always showing as red at lower LOD
Turret uses burst fire if attached gun is forced to use burst fire mode
- Fix simple handmade sight not enabling sight rail
- Fix some sights not always enabling sight rail on viewmodel
- Fix sight rail not always showing when holstered on back
- Fix worldmodel using the LR300 mesh
Update vm attachment prefab to use complete new FBX asset
Allow toggling more than one gameobject based on ammo > 1