106,757 Commits over 3,836 Days - 1.16cph!
New Harvestable layer. Switched growable/harvestable/collectable stuff and scripts to use it. Still WIP switching them all as there are many prefabs.
Added a blueprint out industrial slot on the crafter
PropRenderer now using AI layer instead of Player_Model_Rendering
UIPlayerPreview - Use AI layer mask instead of the now-gone Player_Model_Rendering
First pass on being able to map multiple industrial slots to different inventory ranges on a single entity
Allows a separate industrial slot to allow access to the blueprint slot on the crafter
New gib meshes.
Scene backup.
Increased backtrack count for water entity drain calculations, allows longer networks and fixes some issues
Physicsmat impacts iteration & related files.
Fixed rowboat dismount check errors
Made rowboat LOD culling less aggressive
Also destroy sleeping bag markers when destroying vending machine markers & destroy markers sooner
Merge Main -> PhysicsLayerRevamp
Splitting uploader to be client or server
fix for floating bullet issue while in ADS
Merge from main -> rust_metrics
verify item fits server side too
shipping container texture polish
Swap weapon fixes.
Codegen.
Applying Taylor's RabbitMask assets6269 shelve
Find best placement position when targeting a non perfect fit cell - edges, etc.
merge from zipline_dismount_fix
merge from map_optimize fixes
Fix sleeping bag clusters not showing
shipping container building skin parts models wip
shipping container new textures (might revert if not happy)
Merge from main -> map_optimize
Input/Output slots for large furnace
Added support for filters to only allow a minimum per move (eg. only move stone if we have at least 200 in the input container)
Replaced turnstiles in the scene
Maximum transfer value is now respected for category filters
Conveyors now attempt to move all valid items in a container in a single tick, instead of processing one stack at a time
Reduced the maximum amount moved per tick (32, was 128), this is now per item stack
Fixed incorrect size on item search popups
Potential BaseProjectile.OnInput NRE fix
Can now filter items blueprints in conveyors
Don't show the Mount interaction at all if there are currently no valid dismount points
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Minor dismount changes, dismount the player 1.5m away fromt he end point of the zipline (was 0.5)
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