branchrust_reboot/main/PlayerMaintainedMonuments/powergridcancel
129 Commits over 61 Days - 0.09cph!
Update recycler offline english string
- Improved red recycler activation feedback
- Ran S2P
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
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Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage
Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2
Removed the new green recyclers from outpost
Yellow recyclers in safezones remain unchanged
S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
Put more effort into finding spawn positions for all monuments with the highest priority
Setup powerline pole ladder visual to only appear on climbable poles
Merge from PlayerMaintainedMonuments
Change powerplant spawn priority to highest
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
Adjusted powerline pole ladder collider to be able to climb it from any sides
Updated side wire colliders to use GameTrace so players can climb through but shoot it
Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
Removed green light from powerline electric box
Adjusted timings of jacobs ladder effect, should be visible much less frequently
Reduced cull distance for jacobs ladder effect to 30m
Merge from PlayerMaintainedMonuments
Improved powerline pole ladder collider; shrunk its height (4m from ~10m, 4m above ground), can only climb it from one side, required to jump to climb it, must face it forwards
https://files.facepunch.com/raul/1b2411b1/24_17-24-GoldenFreshwatereel.mp4
- Revert making ladders deployable on powerline poles, instead powerlines have invisible ladders on them. Revert a bunch of changes to accomodate for ladder deploying including the folly of making powerline poles entities
- Keep powerline pole entity asset in project for now to not potentially brick any current demo saves
- Powerline poles cannot be climbed inside monuments. Can't plug into them there anyway
- S2P powerplant, launchsite, outpost/compound
Merge from PlayerMaintainedMonuments
Allow IO entities to set custom min/max slack levels when creating connections with that entity
Setup minimum wire slack level for connecting to powerline poles
Setup powergrid stage indicators on the new fuseboxes at powerplant
Adjusted fusebox positions
S2P powerplant
Merge from PlayerMaintainedMonuments
Disable read/write on regular FuseBoxB mesh, was supposed to be on the collision mesh
Merge from PlayerMaintainedMonuments
Fix for powerplant steam being visible when it shouldn't
S2P powerplant
Fix oldest heavy fuse in every powerplant fusebox being deteriorated rather than the oldest fuse across all fuseboxes
Cache PowergridToggle components distance to the powerplant
Minor update for powergrid help convars
Removed survivor pie from supermarket freezer
Merge from PlayerMaintainedMonuments
- Revert changes to recyclers outside safezones, keep duration boost at powergrid stage 4
- Add 2 new recyclers to outpost which have the same stats as regular non-safezone recyclers except these require powergrid stage 1 to use
All still subject to change
- Fix safezone recyclers getting boosted stats with the powergrid, this was bugged. Safezone recyclers are currently unchanged from before
- Fix recycler stats updating immediately upon powergrid stage being changed rather than waiting to receive the change via the work queue
S2P compound/outpost
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Supermarket fridge loot pass
s2p
Merge from PlayerMaintainedMonuments
Powerplant fuse boxes now zap you if you try to remove a fuse
S2P powerplant
Read/write enabled on collision meshes for powerplant fuseboxes
Adjust required fuses for different powergrid stages
Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken
- Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value
- Make heavy fuse item stackable
Merge from PlayerMaintainedMonuments
Fix supermarket loot fridge not refreshing contents after a server restart
Fix issue with other loot containers not saving their current refresh countdown, meaning they restart rather than resume their countdowns on server reboot
Remove unused ProtoBuf.Loot definition, replaced with ProtoBuf.LootContainer
Merge from PlayerMaintainedMonuments
Fix issues with deploying ladders on powerlines
S2P powerplant, outpost, launch site. Can stomp changes and run S2P again in case of conflict
Fix NRE from powerplant fuse boxes when loading a server save
IO setup for generic powergrid connected lootroom
Merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments/power_line_changes
Merge from PlayerMaintainedMonuments
Fix powerplant fuse condition loss not using tick deltatime
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
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