branchrust_reboot/main/satellite_crashcancel
362 Commits over 153 Days - 0.10cph!
When the raycast checks are enabled, also store the first height map success result, and fall back to that if need be.
Add terrain raycast checks, default off, behind a convar.
Fixed a bug in satellite.launch
Satellite.launch now includes trhe usual debug rendering for target location.
GetExtrapolationTime tweak
Remove old placeholder explosion/effect, use new one.
Moved fuel counts to convars
Updated satellite.trigger to take an optional mass parameter, for easy test of the same mass-based loot used when triggered by a control computer (higher mass satellite = more loot)
Rework satellite loot setup to be inspector driven
Pressing escape when in the satellite UI dismounts from the computer and closes the UI
S2P launch site to get control computer changes
Enable saving on static control computer
Additional potential UI state/race fix
Fixed a tricky save/load bug for non-locked in targets.
Also removed some specific-player control tracking that we don't need any more.
Merge from playermaintainedmonuments
Better crate scattering rules.
Reworked loot spawning so it spawns more loot into crates instead of spawning more crates.
Reworked loot spawning locations. Added some helper locations and improved spawn handling.
Debug rendering.
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
Fix UI map zooming in forever
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.
Merge from playermaintainedmonuments
Satellite list serialization fixes
Merge from playermaintainedmonuments
Crate spawning now supports multiple crate types, picked at random.
Hooked up all 3 crates.
Setup prefab variants/entities for all satellite crates.
Removed collideders/gibs from source art prefabs.
Merge from crate_timers, tested, working.
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model.
Spawn them in at impact instead of previous crates.
Merge the 3 separate Vis.Entities calls in ClearArea (players, construction, vegetation) into a single Vis.Entities with all the required layers, then pass the results to the 3 kill functions to parse.
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
Merge from playermaintainedmonuments
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
Bump final_descent_seconds from 8 to 20
Merge from countdown_monitor
merge from playermaintainedmonuments
more protobuf fixes: TimedAccess -> TimedUserAccess ??
Fix missing } in DartsGameLeaderboard protobuf
Merge from main. Messy, lots of prefab conflicts, took main for them all as I hadn't changed them locally.
Resolved protobuf conflicts due to additions from multiple branches, kept 234 as spare so they can all remain sequential.
Needs codegen.
Clean up of now unused code + inspector hookups