branchrust_reboot/main/PlayerMaintainedMonuments/powergridcancel
127 Commits over 61 Days - 0.09cph!
Merge from powergrid/fuse_deterioration
Merge from PlayerMaintainedMonuments
Merge from powergrid/fuse_swap_fix
Merge from PlayerMaintainedMonuments
Merge from powergrid/fuse_swap
Merge from powergrid/fuse_deterioration
Merge from powergrid/wire_auth
Powerplant new loot fixes
Readd powerline_pole_a to original folder path so older maps still have powerlines. Is variant of new climbable prefab
Remove stale references to powerline entities in various scenes, WhatUsesThis now returns expected result
Remove usages of now unused powerline entity from various scenes
S2P harbor1, harbor2, trainyard, gas station, warehouse
Change door in new power plant loot room to use new colourless security door
Update the loot in the room
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/powergrid
Fix some airfield terminals NRE's when loading a save in client+server
Delete some unused powergrid classes
Fix turbine loop sound sometimes not playing
Optimise PowergridToggle to update through stage change events instead of polling the current stage every frame
Removed the distance check on PowergridToggle, just update immediately. We aren't rippling out the powergrid stage updates anymore so this isn't being utilised and it's a ballache to support
Renamed to PowergridClientToggle as it's now clientside only, we weren't utilising the options to run it serverside
Improved powerline pole prevent building triggers, no longer able to place pookies on them
This also improves IO interaction with the powerline box, it no longer feels buggy at certain angles
https://files.facepunch.com/raul/1b0111b1/01_03-09-GrimyBubblefish.mp4
Setup powered turbines at launch site
Fix turbine smoke particle LOD component making it visible when it shouldn't be
Setup powered turbines in water treatment plant
Merge from PlayerMaintainedMonuments
Fixes for turbine FX switching toggle whilst toggle already in progress
Remove pitch variation on turbine sounds
Wind up/down the new spinny powergrid turbines so they synchronize better with the sounds
Audio file tweaks and voice count changes
Merge from PlayerMaintainedMonuments
Code audio fade tweaks and added sounds to the industrial generator
Add simple clientside component for playing powergrid startup/loop/winddown sound
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Ensure ladders do not appear on powerlines which have no IO box due to being in the no building zone of a monument
Rotate the ladder visual so it does not clip with the cable that extends from the IO box
Better green recycler convar fix
Fix for green recycler efficiency convar
Fix recyclers not being in the correct power state on the client
Remove redundant flag
More adjustments to powerline pole ladder - now more forgiving, able to climb the IO box and made the radius wider, so it's harder to lose grip
https://files.facepunch.com/raul/1b3011b1/30_00-03-EnormousElephantbeetle.mp4
Merge from PlayerMaintainedMonuments
Use already set currentEnergy when setting PowergridIOAccessPoint power flag
Added soundsa and audio support for powerline electrical boxes
Remove powerline IO entity spawn from powerlines in monument scenes
Also check if the spawn point is inside a monument prevent building volume before spawning it
S2P powerplant, outpost, launch site
Fixed broken LOD on red recycler power indicator
Remove debug 15s refresh times lol
Change supermarket freezer loot refresh
- Reduced loot refresh contents but at a much shorter refresh cycle
- Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food
- Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh
S2P supermarket
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Update powergrid convars
- Add convar for overriding which power stage green recyclers return to their full efficiency
- Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights
- powergrid.status now displays the required number of fuses for each stage
Merge from PlayerMaintainedMonuments