193,863 Commits over 4,079 Days - 1.98cph!
compound graffiti models/textures/prefabs
compound topologies painting
update to slide back anim mask settings
adding hurt volumes to compound walls barbed wire
reload/unload weapon ammo sounds
merge from save233 - minor fixes
Increase maxItemStacksMovedPerTickIndustrial default to 12
Only apply the maxItemStacksMoverPerTickIndustrial convar per container
Fix mission scriptable object preview rendering wrong in the object picker (can't use EditorGUILayout for it)
Also seems to have fixed the inspector preview not being resizable
Rename the conversation condition type enum members so Unity renders them nicer
Expanded the action string stuff in the dialogue editor so templates can be specified
Allow selecting type 'assign mission' which shows a field for the BaseMission so it generates the correct action string internally
Also made this backwards compatible to not break existing conversations
Allow specifying mission conditions in the dialogue editor using a reference to the mission asset instead of copy pasting its ID in
Keep it backwards compatible to not break existing conversations
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Restore research bench loot panel in the loot panels scene
Fixed case where default items couldn't be researched
Fixed some text overlap when researching a default blueprint that requires a workbench
Learn button on default blueprints no longer does anything (same behaviour as if you already know the blueprint)
Code review
Convert IndustrialConveyorTransfer handling to using blocks
Rate limit some conveyor RPC's
Remove some allocations when toggling crafter
Better compiled out profiles in pipe mesh building
Lots of simplifications in the pipe mesh jobs
Set up inventory handling sounds on industrial items
Fix industrial deployable sounds not receiving occlusion
Fixed incorrect filter evaluation on entities with separate input/output slot ranges (furnaces mostly)
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Don't call OnObjectiveCompleted if the objective is already complete
Show mission objective progress on the HUD
Nuclear missile silo LOD and collider progress
More turbine & damage stuff.
Related materials.
Recycle mission instances when redoing a mission instead of adding a new one
Fix mission time limit not aligning with whats defined (mismatched Time.time and Time.realtimeSinceStartup)
Scene backup.
Mat tweaks for turbine FX.
Refactor missions protobufs so instance data is in a separate ,optional message
Only save mission instance data if the mission is in progress
Fix raycast used to prevent positions from being inside rocks
merge from main -> rust_metrics
Fixed auto refresh on effects causing errors
Fixed potential error in base_gmodentity:GetOverlayText
(Community Contribution)
Merge branch 'main' into prerelease
load/unload functionality
Fixed auto refresh on effects causing errors
Fixed potential error in base_gmodentity:GetOverlayText
(Community Contribution)
Industrial crafting costs in line with electricity costs
Fixed furnace research cost 500scrap
Add some logic into position generators to reroll if the position is occupied by an entity, and move it up to avoid being inside rocks
Fix possible NRE when a mission (incorrectly) has null identifiers (and filled in identifiers in fisherman tackle)