106,830 Commits over 3,836 Days - 1.16cph!
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Added electric furnace gibs
Updated weapon rack gallery creation test script to work with new setup
Hooked up row prefab data in inspector
fixed missing xmas_tree_rug material and textures
merge from save231 - Staging wipe
Added diesel spawns at water treatment plant, power plant, military tunnels, junkyard, airfield
Added debug dof option to modelviewer
Merge from main/xmas_2022
Fixed conveyor sprite not getting clipped by RectMask2d (required a new shader)
Don't allow inserting fuel into electric furnace
Fixed pickup/repair targets
Fixed IO connection points on electric furnace
Getting the keypad entry dialog working as a sub-dialog of the vehicle lift UI panel
Replaced tree PH with the real thing.
Optimized a small bunch of textures and materials.
Make crafter loot panel a prefab, not S2P
Fixed directional lines not working on pipes
Added LOD scripts to gumdrop lights.
Prefab finalization sans new big tree
More crafter prefab setup
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Code-entry dialog works at the vehicle lift. Other bug fixes. Opening a UI dialog from another doesn't work too well, so I'll likely try integrating the keycode dialog into the vehicle lift one.
Added support for industrial pipes having ridge sections at distance intervals
Setting up ability to set and change code from a vehicle lift
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Apply icon material and LOD settings to conveyor
Added a UI warning when inserting blueprints into an industrial crafter that's attached to a workbench at an invalid tier
Fix scrollable view, adding tabs to player screen
Brought throwable snowball impact effects in line with effects from snowball gun
Option to destroy a lock on a modular car now becomes available at 25% module health (was 15%).
Still WIP, ported all basic code lock functionality to modular car locks.
Fixed not being able to drag non-cassette items onto the portable boom box
Fix streamed radio audio looping incorrectly if the players performance drops below 10fps
There is likely still some stuttering but it should recover once performance improves
Added null check on the conditionals list in ConstructionSkin.SpawnGibs
Added canvas scaling to a bunch of other dialogs
- modified codelock scene*
- electrical branch prompt
- counter
- RF reciever
- RC camera
- rust+ notification
- draw pumpkins
- spraycan skins
- timer prompt
- drone marketplace
Gathering icons and weapons box
Fixed more UI too small on 4k screens
- codelock
- assign sleeping bag
- rename sleeping bag
Creating player view ui with stats