branchrust_reboot/main/PlayerMaintainedMonuments/powergridcancel

34 Commits over 30 Days - 0.05cph!

3 Days Ago
Merge from PlayerMaintainedMonuments
3 Days Ago
Fix powerplant fuse condition loss not using tick deltatime
3 Days Ago
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once Add convars for tuning how fast powergrid stage updates should happen
3 Days Ago
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
4 Days Ago
S2P powerplant
4 Days Ago
Merge from PlayerMaintainedMonuments
4 Days Ago
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first Update powergrid.status convar
4 Days Ago
Setup larger powerplant fusebox, placed in powerplant. S2P Reduce default fuse condition loss rate, was silly high for testing
5 Days Ago
New powerline effects turn on/off with powergrid
5 Days Ago
Merge from PlayerMaintainedMonuments
5 Days Ago
Supermarket freezer new sounds
6 Days Ago
Supermarket scene playable in editor
6 Days Ago
Update supermarket freezer so new effects are toggled on/off with power S2P supermarket
6 Days Ago
Fix the fuse gib being created every time a fuse would leave its item slot for any reason
6 Days Ago
Enabled/Disabled states for freezer
6 Days Ago
S2P powerplant
6 Days Ago
Merge from PlayerMaintainedMonuments
7 Days Ago
Freezer fx tweaks & cleanup
11 Days Ago
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
12 Days Ago
Merge from PlayerMaintainedMonuments
12 Days Ago
Merge from PlayerMaintainedMonuments/Heavy Fuse
12 Days Ago
Update supermarket loot fridge with new freezer asset S2P supermarket
13 Days Ago
Merge from pmm_supermarket_food_freezer
13 Days Ago
Merge from PlayerMaintainedMonuments
18 Days Ago
Compile fix
18 Days Ago
Restore Recycler change from apartments
18 Days Ago
Merge from PlayerMaintainedMonuments
18 Days Ago
Add powergrid stages Updated all current powergrid connected things to work with stages. Each stage has a certain number of required fuses, some things will only power on at a certain stage S2P powerplant
20 Days Ago
Remove recycler powergrid settings per recycler, now setup per recycler zone in the RecyclerConfig asset Set all standard recyclers to be powered off without an online powergrid, safezone recyclers unaffected Fix the recycler light being in the wrong state when entering network range
21 Days Ago
Merge from PlayerMaintainedMonuments
26 Days Ago
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
27 Days Ago
Fix the power plant high grade fuseboxes using the wrong loot panel type S2P powerplant
27 Days Ago
Enable powergrid settings on the recyclers in outpost for demo purposes S2P outpost/compound