branchrust_reboot/main/PlayerMaintainedMonumentscancel
160 Commits over 61 Days - 0.11cph!
Merge from MonumentBlockers
Codegen, localization, manifest
Restore Recycler change from apartments
Take compound scene from main, S2P
tanker area sphere tank end
tanker area sphere tank progress
tanker area sphere tank progress
start on tanker area sphere tank
merge from satellite_crash
Adding a sewage tank that is in working condition inside WTP
tweaked terrain and surroundings
WTP S2P
gas station interior changes
adding separate car lift
removing garage door
gas station S2P
Increase tick rate of oil producer (60s -> 10s)
Added WaterCatcher.ForceEnableOilSwitch to bypass the oil rig switch for testing
Added a very placeholder diagram to the oil rig fuel switch
Convert the Water Catcher loot panel to RustText
Add some help text to explain that a vehicle is needed to access the oil
Added a switch to large oil rig puzzle room to enable/disable the crude pump at dome
Disabled tie-in to power system (for now)
- Add a fridge to supermarket which periodically respawns food and can be opened if there is an online powergrid. Using existing fridge asset for now
- Add servervars 'respawnloot_lookingat', 'respawnloot_radius' and 'respawnloot_all' to respawn loot in loot containers
- Add ILootContainer interface so the lootable fridge can also be treated as a loot container
- S2P supermarket, add gas station to maintained monuments test map
merge from airfield_maintainable_features -> PlayerMaintainedMonuments
Merge from satellite_crash
Merge from satellite_crash
Add simple demo loot room to powerplant locked behind a powered powergrid
Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
Merge from satellite_crash
Merge from satellite_crash
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid
- Improve how powergrid IO access points were handling changes in available power
- Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Fix World.Spawn not checking if prefab is contained in the new serialized GameObjectRef[] array for spawning specific monuments
Wasn't a problem testing maps in C+S in editor but could have been problem in future if regular procgen maps made use of this array
Add airfield and supermarket to procgen test map
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant
Deleted some powergrid testing prefabs
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes
Remove terrain erosion component from test map
Allow ladders to be rotated squint on powerlines rather than nicely aligned upwards if holding shift whilst placing
Doesn't seem useful but also feels like it should be allowed
Add a stripped back procedural map for testing all maintained monuments
Scenes->Dev->Maintained Monuments Procedural Map
Allow ladders to be deployable on powerline poles
Rebuild manifest
merge from main -> PlayerMaintainedMonuments
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P
- Ensure all powergrid connected entities receive an initial state refresh upon being spawned