106,728 Commits over 3,836 Days - 1.16cph!
Server projectiles like rockets now respect ColliderInfo (previously ignored it)
Fixed not being able to place storage adaptors on large furnace, added three extra points so adaptors can be placed on all sides
Fixed storage adaptor not working on coffin
Add ColliderInfo component to the collider on dropped items so that bullets and melee still passes through. This is rather slow (~0.5ms per item to add it) so I'll change this later to have the ColliderInfo already on the items. Just testing for now.
Fixed not being able to deploy storage adaptor on electric furnace
Fixed edge case where industrial crafter would continue to craft even if there were no valid output slots
Crafted items will now drop in the world in front of the crafter as a last resort
Moved item drops to the Ragdoll layer (will add handling to have them act the same as they did on the Debris layer, i.e. bullets etc passing through)
Procedural bunker modules
Two items missed from previous commit
NetRead and NetWrite use less space while pooled
Merge from main -> rust_metrics
set scale override for the four overly massive items
Added support for weapon scaling when mounted
Placement behaviour tweak
Decryption is running in its own thread (separate from network thread) -- this allows us to add multiple decryption threads in the future
EACServer uses ConcurrentDictionary to manage its client IDs
Fixed a case where conveyors wouldn't properly update their electrical branch when their power state changes
Fix item transfers not being able to fill up existing stacks in target containers
More responsive wrench hit animation when placing pipes
Split Debris layer into StaticDebris and PhysicsDebris. Will allow us to have physics-based entities like dropped items collide with other physics objects like vehicles, while still letting vehicles drive through small bushes and so on that are on the debris layer for the purpose of being able to be passed through.
Add Harvestable layer to the sky dome world light
Conveyors can now filter by components (not currently localised, will need to search for "components" regardless of language until phrases are rebuilt)
Let the camera actually see my Harvestable layer
Move all the SocketMod_PlantChecks to the Harvestable layer
Fixed searching for categories when setting up filters using a non-translated string
Increased maximum number of filters on a conveyor to 12 (was 5)
Fixed item conveyors always draining battery even if they are off
Slot naming improvements
Merge Main -> PhysicsLayerRevamp
Merge Main -> misc_jan_23
Conveyors now split their results evenly if they detect a splitter instead of waiting for a container to fill up before moving onto the next container
Note that when using a minimum filter setting this will split the desired move amount between the various containers
Merge misc_jan_23 -> Main
Fixed storage adaptors/crafters not getting parented properly after previous change
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Switched from using the slot system to the socket system for placing industrial crafter/storage adaptor
This allows us to have multiple mount points for these entities
Added extra points where the storage adaptor can be attached to boxes for easier base building
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Fixed pipe viewmodel not getting clothing assigned
Fix exception when setting a Min/Max value on a conveyor to an empty string
Removed item crafting logs
Turn on/off interaction on crafter is now default option if powered
Applied changes on the road sign overhead gantry