branchrust_reboot/main/PlayerMaintainedMonuments/airfield_maintainable_featurescancel

37 Commits over 61 Days - 0.03cph!

5 Days Ago
apply prefab changes with S2P Airfield
5 Days Ago
adjust door manipulator to connect to powergrid indicator wires
5 Days Ago
merge from PlayerMaintainedMonuments
6 Days Ago
Add airfield call check to StateThink of DropCrate, so it can now interrupt dropping in other monuments Ingore drop timeout timer when airfield call is active and unassigned
6 Days Ago
switch airfield indicator lights back to green from feedback
7 Days Ago
upped weight of Chinook DropCrate AI State when the call is active (6 -> 10,000)
7 Days Ago
apply prefab to scene, S2P airfield
7 Days Ago
added black/uncoloured variant of security door for airfield powergrid doors added powergrid indicators to tower door and terminal room in airfield maintainables prefab removed press button from airdrop terminal
7 Days Ago
merge from PlayerMaintainedMonuments
12 Days Ago
polish up airfield terminals - fix pressing button stopping charging - added "losing charge" state to screens - missing emission toggle - remove activation button from airdrop terminal (from playtest feedback), still present on chinook terminal - clean up airfield maintainables prefab
12 Days Ago
merge from PlayerMaintainedMonuments
12 Days Ago
Clean up the airfield debug convars
12 Days Ago
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal
12 Days Ago
update prefab in scene, + airfield S2P
12 Days Ago
Added first pass of screens to the airfield terminals - conditional contents based on charge - switched Charge variable to syncvar, cleaner and better hooks - added first pass of hook-ups for sounds, when ready - fixed chargeupIO decaying charge code, not a bug but oddly inconsistent - reworked prefab for airfield maintainables, moved everything around according to feedback - added + improved testing convars for the two terminals
13 Days Ago
merge from PlayerMaintainedMonuments
19 Days Ago
prefab update in airfield scene + S2P
19 Days Ago
airfield fixes & updates - second fusebox is now gated behind powergrid stage 4 (this means you can't charge chinook call terminal unless stage 4 power) - added better indicators with flashing lights for charging stages - remove "mockups" from maintainable folder name - manifest
20 Days Ago
merge from PlayerMaintainedMonuments
24 Days Ago
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
24 Days Ago
ChargeUpIOEntity saves/loads charge to/from disk
24 Days Ago
merge from PlayerMaintainedMonuments
26 Days Ago
merge from PlayerMaintainedMonuments
30 Days Ago
added maintainables to scene + S2P
30 Days Ago
fixed up prefabs moved maintainables into proper place in monument (WIP placement)
30 Days Ago
merge from PlayerMaintainedMonuments
49 Days Ago
add cooldown to activation, replace placeholder models with different placeholders that look more like airfield props
49 Days Ago
merge from PlayerMaintainedMonuments
51 Days Ago
change charge to increase by 1 each tick instead of increasign by power consumed, easier to configure
52 Days Ago
fixes after switching to charge-up IO
53 Days Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
54 Days Ago
merge from PlayerMaintainedMonuments
59 Days Ago
airfield scene to prefab - added mockup maintanables to monument for playtesting
59 Days Ago
fixes and improvements, created mockup prefab for playtesting
2 Months Ago
First pass on airfield maintainable monument terminals - 1st terminal increases air drop event timer tick rate (2x speed on countdown) - 2nd terminal calls in a chinook to drop a crate at specified drop zone (or redirects if already present) Will hook into power grid, with fuse "puzzle" to choose between terminal options