130,471 Commits over 4,232 Days - 1.28cph!
Merge from hackweek_boxsorting
Exposed allowSorting toggle on StorageContainer so we can manually opt in containers, off by default
Enabled on Large and small wooden boxes, coffin
Merge from elevator_power_qol
main -> building_planner_viewmodel
vehicle_ui_sidecar -> main
Make sure the sidecar is added to the f1 vehicle menu, it was missing
vendor_drone_accessibility -> main
main -> drone_accessibility
merge from puzzle_reset_changes -> main
Redo codegen becasue it was failing to merge
merge from main -> puzzle_reset_changes
Increase the speed of player elevators (3m/s -> 5m/s)
Reduce the delay at the end of the lift movement for player elevators (1s -> 0.2s)
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
Set all spawn groups to spawn their existing maximum amount per tick so it works correctly with the puzzle reset
S2P
Remove old elevator IO entity
Fix power status not updating properly when an elevator is killed
Add the rest of the SpawnGroups in arctic to the single puzzle reset
- otherwise people could loot arctic for free because AI won't respawn until someone loots the blue keycard rooms
Merge from hackweek_boxsorting
Ignore snowmobile spawn group since it doesn't track snowmobile count
Handle SpawnGroups automatically that don't have enough spawn positions to hit the maximum
Show what SpawnGroup has been looted in the ddraw
Update sort button to restore previous padding settings
Add radiation to arctic research and pause until looted
S2P
Delete the 2nd puzzle reset for scientist spawners only, attach everything to the main puzzle reset
Merge two PuzzleReset inside the garages into the main puzzle reset
- move all the RespawnGroups & ResetEnts over
- run "Process" so all SpawnGroup positions are changed
- should cause both blue keycard garages to reset with the rest of the monument (except we aren't done yet!)
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
Can't push anchored boats...
Boats can now be pushed by players. Initial checks/limitations. More to do later.
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
merge from laserdetector_tests
Added a laser detector test for fast moving vehicles detection
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
Reset steering when no players are aboard, to stop abandoned boats spinning.
Fix viewmodel bob spazzing out at high curtimes
Remove the ability to use healing "food" items (medkit, healing teas) when prevented from wielding items in a mountable.
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Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
undef svc_Menu
Fixed CurTime being clamped to float serverside