193,908 Commits over 4,079 Days - 1.98cph!
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
Merge Main -> Experimental. Misc minor fixes.
Lowered NoPlayerZone on modular car lift
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78607, let's find a better way
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Fixed Blackjack table and seat being marked as isMobile. Fixes hold-to-dismount being active on blackjack.
Filter pass output on conveyor will no longer pass through a success if no transfer occurred
Lazy evaluation for mission point generators
Fix blocked points not restoring when loading from a save
Enable pipe block behaviour on triangle roof
Fix pipes getting incorrectly cleared due to blockages when loading
Fixed industrial crafter not fully filling the final item slot when crafting
Fix electric furnace material not lighting up properly
Scene backup.
Various material & texture params and tweaks.
Move electric furnace to electrical category
Fixed case where crafter would become uninteractable if an entity connected to it changed IO state
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
Fixed water system not updating properly in edit mode
Added explicit shadow cache blur
Fix pivots getting abandoned
Client visual refresh now only updates/spawns/destroys weapons for changed slots, not everything.
Emissive texture.
Scene backup.
Fix server browser favourite star not working when query port is different than game port
wip changes to avoid allocs and clientside model re-use
Update mission dependencies to specify them with a reference to the BaseMission SO instead of copy pasting its short name
Got rid of some debug stuff and tidied displacement sampling.
merge from door_unlock_fix
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
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Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
Show current rotation direction UI marker as green or red to reflect placement fit.
Re-added weapon rack UI prefab to crosshair after merge conflict.
Remade test save to be compatible with latest protobuf.
NRE fix.
merge from main, manual merge protobuf.
Fixed electric furnace not listing it's power usage when selected in the inventory
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
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
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
Disabled ground driving for the attach heli (has skis, no wheels)
Let pitch/roll/yaw movements animate at full scale on the attack heli
Missed change to ResourceRef (should've been with cs78563)
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
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
Fixed electric furnace gibs glowing