branchrust_reboot/main/PlayerMaintainedMonuments/water_treatment_plant_maintainablescancel
68 Commits over 30 Days - 0.09cph!
Water Treatment Plant S2P with hlods (if something goes wrong, this is safe to revert)
updated scene with lighting changes, removed junk clipping into water tank blades
hook up water treatment plant lighting to powergrid generator
merge from PlayerMaintainedMonuments
merge the 3 watercatcher entities on the water pipes into 1 entity with 3 outputs
tripled the water production stats to match
merge from PlayerMaintainedMonuments
Waterpipes now avoid monuments when trying to place, by checking against 2x Bounds, so they won't be inside preventBuilding zones
Increased spawning of waterpipes to compensate for no monument ones, made more consistent: 50+30dither -> 25+10dither
Fix watercatcher flag conflict
added convar that prints how many water catchers are registered to the WTP broadcaster "watertreatmentswitchbroadcast.get_num_listeners"
Finalized WTP conditional lighting & fx.
WTP Conditional lighting WIP.
Powered variant of the generator & related files
merge from PlayerMaintainedMonuments
Tank spinner has a wake and splash effect when active and moving.
Fix barricades placeable on top of water treatment tank, fix physics material
Fix barricades not placeable on terrain next to water pipe outlet
add override water blend slider and toggle
WTP Spinner uses a proper base material, to fix waves and opacity.
fix waterpipes audio order of operations
- multiple spouts were playing duplicate audio, using silent prefab variant
- fixed audio happening when water was in spout, but not producing (now it wont)
- extended preventbuild volume lower
- try fix ambient audio pool error
- manifest
merge from PlayerMaintainedMonuments
adjust water clearing curve
revert terrain anchors, was causing no pipes to be spawned
add more terrain anchors to accomodate new model terrain
Tank water blend asset + reference materials.
move waterpipe in WTP scene + S2P WTP
integrate waterbody shader with water tank spinup time
add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>"
remove unused prefab
reduce size of colliders on water spouts
merge from PlayerMaintainedMonuments
add visible water to tank, material of water can be blended
water pipes fixes
- collider much smaller, only on faucet part
- buffed water push rate for IO 6 -> 18
- increased tank capacity 5000 ->
15000
- removed duplicate sound script
- consistent LOD ranges for all fx/sounds
merge from PlayerMaintainedMonuments
Added tap sounds and reassigned pipe creak sounds
Water pipe dripping effect only happens when there is water in the catcher AND is not pushing water to anything
added 2 more spouts to each pipe, lowered rate of water production
merge from PlayerMaintainedMonuments
Water Pipes audio changes and added stings
re-order component placement to fix road terrain creating issues with pipes
stronger terrain adjusting on water pipes
fix water pipes sounds not playing
merge from PlayerMaintainedMonuments
water pipes fixes
- raised terrain around the corners (hide the sharp edges)
- lower terrain in center (creates a small ridge-like effect, makes it more noticeable)
- spawn lower in the ground
- add terrain hole for center
merge from PlayerMaintainedMonuments
merge from PlayerMaintainedMonuments
scene with prefab updates + S2P for WTP monument
wtp maintainables fixes&updates
- cant put water into pipes
- fixed cant take water out of pipes through UI
- gearbox switched to using Syncvar (cleaner)
- gearbox fixed "" invoke
- gearbox fixed double network update w flags
- add ResetIOState for water pipe broadcaster
- add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold
- manifest
- fixed collider on water spout of pipes
- added a pipe to WTP monument, close to the spinner tank
- increased max power output threshold of gearboxes to 150
- increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around)
- 3 -> 2 gearboxes at monument, one on top of main silo, one on ground
- improved debugging command for water treatment tank logging
- prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc)
- increased pipe frequency
- tweaked pipe terrain generation
merge from PlayerMaintainedMonuments
add grass displacement to pipes
merge from PlayerMaintainedMonuments
fixed water pipe spawning absolutely everywhere
improved water pipe terrain meshing
fixed water effects playing at all times
added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>"
manifest