106,723 Commits over 3,836 Days - 1.16cph!
Don't time out the filter fail/pass outputs, they'll stay on as long the filter has passed or failed and the conveyor is active
Merge Main -> PhysicsLayerRevamp
Hooked up on/off lights on the conveyor
Storage adaptors now briefly flash red when they lose an item and flash green if they gain an item
Xmas2022 project backup/merge
Updated shadow gen to recognize foliage and others
Conveyor interface lighting
Changed some industrial textures to faciliate new lights.
Fixed Conveyor model not using the metallic texture.
WIP better directional display when in TC range on pipes
Fixed scroll direction on industrial pipes when holding pipe tool in TC range
Fixed xylobones C4-B4 pitch shift being 0.9 instead of 0.5
Fixed bass guitar incorrect wav file naming on B2, C3, and C#3. Assignments still need updating.
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Fix for light proj params shader const not being updated when shadows are off
Merged the geometry of room modules
Merged wall and floor meshes to fix flickering pixels against bright sky
- Only log client performance when in server
- Reuse lists
Removed adding CameraUpdateHook on MainCamera.Awake() due to duplicates during testing => added directly to MainCamera.prefab instead
Finished procedural bunker dressing
baseline furnace balance pass
fixed/improved electric furnace bounds, volumes, collider
Rearranged more stuff to be sent from main thread & fixed some fields being set twice
Full game manifest update
Fix conveyor filter scroll not behaving correctly with 12 filters assigned
Refactor a bit so multiple people can connect to RC entities at the same time
Only one player will receive control over RC entities which can be controlled though
Computer station UI will show if you are in 'viewing only' mode when someone else has control
Fix compile errors in different build modes
Better fix for the splitter > crafter blueprint scenario
Remove IRemoteControllable.Occupied
Pass the playerID to IRemoteControllable.StopControl so entities can know who stopped accessing it
Some comments
Hacky solution to fix issue where a conveyor is hooked up to a splitter and then connected to both of a crafters inputs (will attempt a better fix next)
Reworked lights on the industrial crafter
Event light test group for the Storage Adapter
Bunch of various texture optimization & related mats.
Can rotate the combiner and splitter
Test physics cube updates
Conveyor and crafter frequencies are now controlled by convars (Server.conveyorMoveFrequency and Server.industrialCrafterFrequency)
Defaults to 5s each
Enable Ragdoll layer parenting on trains
Better ease in/out on the item icons on the conveyor screen
Combiner, splitter deployment volume tweaks
Added a few basic network-synced physics entity cubes for my testing
Fixed first output slot of large furnace not getting detected by conveyor
Fixed not being able to place items in the first input slot of the electric furnace
Can no longer clip the conveyor through an already placed wall
Merge Main -> PhysicsLayerRevamp