193,908 Commits over 4,079 Days - 1.98cph!

2 Years Ago
Refactored the filter pass/fail process to take into account minimum amounts across multiple containers, this will now abort any further item movement calculations if the filter cannot be satisfied which should improve performance for conveyors that have no valid outputs Note: the filter fail/pass calculation only takes into account inputs, not outputs, so it's possible for the filter pass to be true but no item transfers taking place due to no valid slots in the outputs or the maximum count being reached in the output
2 Years Ago
Merge Main -> Experimental. Misc minor fixes.
2 Years Ago
Lowered NoPlayerZone on modular car lift
2 Years Ago
Subtract 78607, let's find a better way
2 Years Ago
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2 Years Ago
Fixed Blackjack table and seat being marked as isMobile. Fixes hold-to-dismount being active on blackjack.
2 Years Ago
Filter pass output on conveyor will no longer pass through a success if no transfer occurred
2 Years Ago
Lazy evaluation for mission point generators Fix blocked points not restoring when loading from a save
2 Years Ago
Enable pipe block behaviour on triangle roof Fix pipes getting incorrectly cleared due to blockages when loading
2 Years Ago
Merge from main
2 Years Ago
Merge from industrial
2 Years Ago
Fixed industrial crafter not fully filling the final item slot when crafting
2 Years Ago
Fix electric furnace material not lighting up properly
2 Years Ago
Scene backup. Various material & texture params and tweaks.
2 Years Ago
Move electric furnace to electrical category Fixed case where crafter would become uninteractable if an entity connected to it changed IO state
2 Years Ago
Allow choosing what a PositionGenerator is relative to (player/provider/other position) Add a property drawer for PositionGenerator to hide fields which arent relevant for the given settings
2 Years Ago
merge from main
2 Years Ago
Fixed water system not updating properly in edit mode
2 Years Ago
Added explicit shadow cache blur
2 Years Ago
Fix pivots getting abandoned
2 Years Ago
Client visual refresh now only updates/spawns/destroys weapons for changed slots, not everything.
2 Years Ago
Emissive texture. Scene backup.
2 Years Ago
Fix server browser favourite star not working when query port is different than game port
2 Years Ago
Merge from main
2 Years Ago
wip changes to avoid allocs and clientside model re-use
2 Years Ago
Update mission dependencies to specify them with a reference to the BaseMission SO instead of copy pasting its short name
2 Years Ago
Got rid of some debug stuff and tidied displacement sampling.
2 Years Ago
merge from door_unlock_fix
2 Years Ago
Removing fullscreen exclusive mode from settings as it provides worse performance than fullscreen window mode in Unity 2021.3 Changed all existing configs to use fullscreen window mode Enable fullscreen exclusive mode when launched with "-window-mode exclusive" startup parameter
2 Years Ago
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
2 Years Ago
Show current rotation direction UI marker as green or red to reflect placement fit.
2 Years Ago
Re-added weapon rack UI prefab to crosshair after merge conflict. Remade test save to be compatible with latest protobuf. NRE fix.
2 Years Ago
generate protobuf
2 Years Ago
merge from main, manual merge protobuf.
2 Years Ago
merge from industrial
2 Years Ago
Merge from industrial
2 Years Ago
Fixed electric furnace not listing it's power usage when selected in the inventory
2 Years Ago
The wire tool will now update itself to highlight the correct entity while looking at a non IO entity that has an IO entity child (the electric furnace IO slots will now appear when the player is looking at any part of the furnace) This behaviour won't occur when more than one IO entity is parented to an entity
2 Years Ago
Custom editor for BaseMission to keep things more organized Preview area of the inspector shows a formatted overview of the mission so you don't need to expand different fields to figure out what it's about
2 Years Ago
Remove debug print
2 Years Ago
Make MissionObjective SO abstract so the Create button shows a menu for the type of objective to create Update MissionObjective_KillEntity to use BaseEntityRef instead of manually entered entity ID numbers
2 Years Ago
Disabled ground driving for the attach heli (has skis, no wheels)
2 Years Ago
Let pitch/roll/yaw movements animate at full scale on the attack heli
2 Years Ago
Merge from industrial
2 Years Ago
Protocol++
2 Years Ago
Turbofan now animates
2 Years Ago
Missed change to ResourceRef (should've been with cs78563)
2 Years Ago
Move the conveyor filter fail/pass outputs to the bottom of the model, make the top a bit less crowded Move the front face storage adaptor slot on the large wooden box to the left so it doesn't clip the lock
2 Years Ago
Add a fork of ExtendedScriptableObjectDrawer so we can show/edit referenced ScriptableObjects inline in the editor Changes allow creating new SO instances embedded into the parent SO instead of as a separate asset Enabled that on MissionObjectives and WorldPositionGenerator SOs
2 Years Ago
Fixed electric furnace gibs glowing