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elevator_office_lift.static prefab
updated simple vertical elevator prefab
Added additional text to scattered paper texture
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made a working elevator shaft based on underground tunnels for NMS
Added the new quarry deployable for previewing
fixed cliffs clashing with interior pieces
offset on terrain anchors
Need to be standing to modify industrial filters
Fixed furnace power points not appearing reliably after a storage adaptor is attached
Added another storage adaptor socket to the front of the electric furnace
Gun item gets physically added to the heli turret
Remove the non-jobs path for pipe generation
Merge from industrial/cache
Industrial budget is now an exposed convar (server.industrialFrameBudgetMs), was 0.25ms now defaults to 0.5ms
Conveyors can now abort jobs halfway through if they go for too long, meaning dense industrial networks may move less items if too many containers are connected
Fixed CH47 heli sharing a reserved flag with BaseVehicle code
Cache the storage adaptor item container reference, in high density industrial networks the EntityRef getter that occurs here can take up half of the total time of the transfer
Merge Main -> Attack Helicopter
Cone tracing sun disk for direct light area shadows
Increased max stack size of a conveyor move to 60 (faster + splits nicer)
Reworked container split amounts to work in a branch based system (eg. each splitter will divide the maximum output amount per move by 3, nested splitters will further divide this amount)
Daisy chained output containers will now only be sent items if the preceding container in it's chain is full/could not accept item (eg. a conveyor outputting to a large box A which then outputs to another large box B, the B container will not receive items until A is full)
merge from main -> gameplay_metrics
Attack heli has turret storage interaction (for ammo and gun)
Added editor-only helicopter auto-hover, for testing passenger functions without a driver being necessary. Toggle while seated with Ctrl-H.
Merge from PTZSecurityCamera
Shoot from the camera pos when manually controlling an autoturret
Add a placeholder crosshair to the computer station for autoturret aiming
Added bulletin boards to the scene
Fixed some dressing
Fix manual controlled autoturret shooting at a future aim pos (server was lerping faster than client)
Allow deploying drone in places where building isn't allowed cause it's just a drone
Fix fog not resetting immediately when exiting the computer station
Bulletin board props
Added cork variant for PictureFrames texture
Reshuffled gbuffer layout to open room for std translucent and anisotropic materials
refactoring and test deployable
Increased maximum amount of containers that can be manipulated by a single conveyor to 64 (64 input + 64 output)
Increased maximum depth of container connections to 64
Stress testing, numbers are WIP
Optimized transparency UV to sample albedo twice (w/ secondary dep read) only when necessary
EACServer experiments / debugging (continued)
Cherry picked camera hook fix (cs78206)
NMS Procmap setup
Terrain topologies and blendmap setup
S2P
some refactor / cleanup and proto pooling
added damage masks for the Attack Heli's damaged state
updated materials
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cliffs and rocks dressing
terrain adjustments
merge from wooden_sign_deployment_fixes
EACServer experiments / debugging (continued)