branchrust_reboot/main/puzzle_reset_changescancel
83 Commits over 31 Days - 0.11cph!
Add radiation to power plant main puzzle building
S2P
Enable radiation on NMS
S2P
Add radiation to harbor 2 keycard room
S2P
Add radiation to harbor 1 keycard room
S2P
Move ferry terminal puzzle reset over to the puzzle room because it was on the wrong side of the monument
Enable radiation on the ferry terminal keycard room
S2P
Enable radiation on airfield puzzle room
S2P
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime
- will only show to admins who are inside the reset ranges
- will update every 10s, based off puzzle reset code
Cherrypick DDrawCommand from naval update
S2P water treatment plant
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system
Prevents random monuments becoming irradiated if no player has entered them
Once a player enters a reset range at all the timer will start, cannot be stopped from that point
Added a new TwoTierRadiation volume, comes in Sphere and Box variants
Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
Fix not attaching the radiation trigger to the playerDetectionOrigin
Fix analytics not including monument after server restart
- it still was including the name of the SpawnGroups so it was sorta useable
- switch from using the PuzzleReset entity to using SpawnGroups
Make puzle reset radiation bypass armor similar to how oil rig radiation works
Add `Time blocked by radiation` to analytics
- fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time)
- renamed to 'time_blocked_total' so easier to backfill
Save radiationReset value on PuzzleReset
Compile fixes
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime)
Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime)
Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing
Support for ai zone box bounds
Add server.monumentPuzzleResetRadiationRadiusMultiplier defaults to 1.5
Controls how much further than the puzzle reset radius the radiation will extend
Merge from main (resolved WTP conflict)
Update water treatment to work in the monument scene (save constant S2P)
Added debug.applyPuzzleResetTime, simulates a given number of seconds passing on all puzzle reset components in the world
Added an inspector readout to PuzzleReset to show the current timings in the editor
Added radiationReset option to PuzzleReset, will slowly fill a monument with radiation when the reset timer is nearing it's reset (controlled by radiationStartTimeNormalised)