branchrust_reboot/main/Monuments_puzzlescancel
136 Commits over 92 Days - 0.06cph!
changed puzzles reset time to 30 minutes
Fixed bypasses at WTP
Fixed blocking fence gate at compound
Fixed upward bypass at trainyard main building
Fixed/Removed security door at airfield tower
Extra LOD to switch to help with readability on low settings
Card reader bounds/collider deeper
Monuments reset procedure setup
T0 Monuments reset procedure setup
Updated barricades spawners
fixed keycard colors
added keycard itempickups
added puzzle reset script
fuses spawn in boxes and can be recycled for 20 scrap
keycards spawn on desks
fixed being able to drink water from rivers forever to heal, maxes out at 50% now
removed unuused card items
minor draw distance improvements
Card readers glowing colors/intensity tweaks
Trainyard puzzle flow improvement
card reader color coordination
timer bugfixes
keycard implementation
Fixed issues with input slot selection on doors and timer switches
Final security door setup for Sewer Branch, Harbors, Sat Dish
scene2prefab
Set correct access levels on card readers for Powerplant, Trainyard, Airfield, MT, WTP
scene2prefab
LS progress backup - Logic for factory puzzle
Reduced width of NavMeshLink across security doors for better traversal.
Added more outputs to Switches prefabs
MT scene change (minor field setting in inspector for scientist waypoint groups relying on the ai location manager).
Minor tweaks to Scientist Spawner.
LS progress backup - Logic for jumping puzzle
Adding scientists spawners specific to the lab
Security doors prefabs are 'isSecurityDoor' enabled
Gracefully deal with IOR.
MT full puzzle logic pass
Powerplant, WTP, Airfield progress backup
Improved respawn handling of Scientist Spawner.
Tweaked respawn rates for lab scientist spawners.
Powerplant, WTP, Trainyard logic pass