110,897 Commits over 3,897 Days - 1.19cph!
Merge from crafter_improvements
Don't play the disconnecting sfx and UI when holding RMB and looking at an IO socket that you don't have building privilege for (this was rejected on the server anyway)
Only abort an industrial conveyor job running long once it fully processes an output, can lead to strange output results otherwise
Fix some edge cases with blueprint min/max values
Fix splitters not splitting properly
Fix some server/client issues
Sync turret rotation to client, via save/load for initial sync the via RPC on when angle changes
Merge from contact_server_switch_fix
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Final baseline pending some further decisions.
File cleanup and organization.
Fix steamid missing when looting crates
Log ithe items that are still in loot crates after they have been opened by a player when they despawn
Log when items despawn & mark the difference when dropped by player vs dropped on death
Actually put the Z in the PTZ camera
Log explosives thrown / launched & when explosions go off
Fix MLRS achievement not counting when you dismount the MLRS right after launching
AuthCount convar will now list an auth type with each entity entry
AuthCount convar will now list a code lock if the player is authed via the guest code (auth type will list LockGuest in this case)
Attack heli gun turret can now be fired by the gunner. Automatically reloads.
Add an industrial stress test server save
Added an extra slot for a storage adaptor on the front of the small wood box
Added a display in the conveyor filter window to show what buffer transfers are currently in process
Log attacks & deaths per player
Give each player a unique id per life
Fixed some edge cases with filter "And" mode and buffer transfers (eg. a buffer/AND filter for 1 metal frag and 1k stone will wait until all of the stone is transferred before starting a new transfer and sending another frag)
Log entities built & store all event ids in static class
Store genetics of harvested plants as strings
Remove GAMEPLAY_ANALYTICS preprocessor directive
Log the player that was last using the recycler when an item is recycled
PTZ icon
Moved PTZ to electrical category
PTZ Base crafting pass
Increased PTZ max place distance
PTZ craftable and researchable
Moved Drone to vehicle world layer
Drones can no longer be placed underwater
Drones can no longer be deployed at silly angles
Fixed deployment on certain layers
Added prevent building volume
Fixed rotation angles
Added ground tarps to the warhead room
WIP PTZ camera deployable
Add crosshair texture from lewis
EACServer experiments / debugging (continued)
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Drone no longer hidden
Drone craftable and researchable,
Drone unlocked by default (for now)
Drone crafting cost (subject to change)
Workbench level 2
Fixed setup issues. Cleanup.
Placement routine matches legacy version fully now
door.hinged.elevator_inside_door_office prefab
updated simple vertical elevator prefab
EACServer experiments / debugging (continued)
merge from oilrig_small_pipes_fix