branchrust_reboot/main/PlayerMaintainedMonumentscancel

67 Commits over 31 Days - 0.09cph!

Yesterday
Recycler merge fix
Yesterday
Merge from satellite_crash
2 Days Ago
Merge from powergrid
2 Days Ago
Merge from powergrid
2 Days Ago
Codegen, phrases, manifest Fix compile error
2 Days Ago
Merge from main Kept Oilrig_1.prefab PlayerMaintainedMonuments version
3 Days Ago
Added and Setup Two Electrical Fuse Box Variants as Prefabs Imported Electrical Fuse Box Models and Textures Setup Electrical Fuse Box LODS, Colliders and Materials
3 Days Ago
Merge from MonumentBlockers
3 Days Ago
Codegen, localization, manifest Restore Recycler change from apartments
3 Days Ago
Merge from main
5 Days Ago
Take compound scene from main, S2P
5 Days Ago
Merge from main
5 Days Ago
merge from main
8 Days Ago
tanker area sphere tank end
8 Days Ago
tanker area sphere tank progress
8 Days Ago
tanker area sphere tank progress
8 Days Ago
start on tanker area sphere tank
8 Days Ago
merge from satellite_crash
9 Days Ago
Adding a sewage tank that is in working condition inside WTP tweaked terrain and surroundings WTP S2P
9 Days Ago
gas station interior changes adding separate car lift removing garage door gas station S2P
10 Days Ago
Merge from powergrid
10 Days Ago
Merge from main
13 Days Ago
Increase tick rate of oil producer (60s -> 10s) Added WaterCatcher.ForceEnableOilSwitch to bypass the oil rig switch for testing
13 Days Ago
Unsaved
13 Days Ago
Added a very placeholder diagram to the oil rig fuel switch
13 Days Ago
Convert the Water Catcher loot panel to RustText Add some help text to explain that a vehicle is needed to access the oil
13 Days Ago
Codegen
13 Days Ago
Added a switch to large oil rig puzzle room to enable/disable the crude pump at dome Disabled tie-in to power system (for now)
15 Days Ago
.meta file
15 Days Ago
Manifest
15 Days Ago
Merge from main
15 Days 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
16 Days Ago
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
16 Days Ago
Merge from satellite_crash
16 Days Ago
Merge from satellite_crash
16 Days 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
16 Days Ago
Merge from satellite_crash
16 Days Ago
Merge from satellite_crash
17 Days 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
17 Days 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
17 Days Ago
Add airfield and supermarket to procgen test map
17 Days Ago
Post merge fixes
17 Days Ago
Manifest, localization
17 Days Ago
Merge from main
18 Days Ago
Compile fix
18 Days Ago
Merge from main
22 Days Ago
Fix compile error
22 Days Ago
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant Deleted some powergrid testing prefabs
23 Days Ago
Manifest Codegen
23 Days Ago
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map