branchrust_reboot/main/puzzle_reset_changescancel
83 Commits over 31 Days - 0.11cph!
Fix radiation trigger not being multiplied by 2 (extents vs size)
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted
S2P
S2P Launch site to apply previous "pauseUntilLooted" changes
Enable pauseUntilLooted in powerplant
S2P
Fixed translation not working
Added a toast if the player is in range of a monument resetting to tell them to leave, off by default (server.monumentPuzzleResetWarnings)
Enable pauseUntilLooted on water treatment
Disable radiation on the manually opened puzzle room
S2P
Enable pauseUntilReset on trainyard
S2P
Enable pauseUntilLooted on dome
S2P
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle
S2P
Enable pauseUntilLooted in sats
S2P
- shrink from 7m -> 5m
Enable pauseUntilLooted in radtown
S2P
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
Enable pauseUntilReset on harbor 2
S2P
- fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
Enable pauseUntilReset on harbor 1
S2P
Enable pauseUntilLooted on ferry terminal
S2P
Add pauseUntilReset to airfield puzzle room
S2P
merge from main -> puzzle_reset_changes
Redo codegen becasue it was failing to merge
merge from main -> puzzle_reset_changes
Prevent barrels from starting the reset timer (so players can't shoot barrels to start reset time)
S2P
merge from puzzle_reset_changes/arctic_research -> puzzle_reset_changes
Added server.monumentPuzzleResetRadiation, will disable the new radiation behaviour and fall back to the old behaviour
Removed some leftover logs
Fix 'puzzlereset' command not turning off radiation
Another fix PuzzleReset not calculating if looted
- poll if PuzzleReset is looted instead of caching as loot can spawn after the PuzzleReset checks it's reset causing it to cache the incorrect value
- check if the amount spawned is less than maxPopulation instead of comparing total spawned vs deleted
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
Pause launch site puzzle until crates are looted
S2P
Pause military tunnels puzzle reset until crates are looted
S2P
Fix a bunch of things having their own respawn timers instead of using the military tunnels puzzle (even before I deleted the 2nd puzzle reset in military tunnels)
- fix bottom lab scientists respawning every 15m instead of with the puzzle (aka stop them spawning on top of players)
- fix door barricade above not respawning with the puzzle
- fix diesel respawning separately from the puzzle
S2P
Fix "Process" option for PuzzleReset not setting spawn delay of assigned groups to infinite (so they don't spawn on their own + with puzzle)
Fix a bunch of the NMS SpawnGroups not being assigned in the PuzzleReset
- they were at the same position so should be picked up but better to be safe
- gave each one a numbered name so can confirm fixed
- S2P (even though not needed)
Pause NMS puzzle reset timer until crates are looted
S2P
Allow SpawnGroups to override their reset behavior
- crates above NMS won't start the reset timer
- scientists inside NMS could start the reset timer
Add support for puzzle resets to only start counting their timer down once they are looted
- easier to check loot than wait for the keycard to specifically be swiped
- enabled per puzzle reset
- will ignore NPCs being killed outside the monument
- very similar to how junkpiles work: start reset timer once the crates have been looted
Fix military tunnel scene not being playable in editor
Fix puzzle reset not covering a small part of the underground area
S2P
merge from military_tunnels -> puzzle_reset_changes
Shrink water treatment puzzle resets slightly
S2P
Dome shrink puzzle reset from 60m -> 6m
S2P
Harbor 2 shrink puzzle reset 50m -> 7m
S2P
Harbor 1 shrink puzzlereset from 60m -> 7m
S2P
Fixed radiation zones not disabling after players leave area
Add radiation to launch puzzle reset
S2P
Move trainyard puzzle reset on top of the puzzle room (only half covered it?)
Add radiation to trainyard puzzle
S2P
Add radiation to dome puzzle
S2P
Shifted puzzle reset so it covered the entire sewer branch puzzle
Add radiation
S2P
Add radiation to satellite
Shrunk puzzle reset to the keycard room: covered the entire monument
S2P
Shrunk radtown puzzle reset range and centered on the building: it was huge
Enabled radiation
S2P