122,203 Commits over 4,048 Days - 1.26cph!
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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
Apply the updated external wall behaviour to ice walls
merge from networkgrid_layers
Update to industrial conveyor module mesh
- fixed holes in mesh (where pipes would cover but would be exposed without pipes)
- updated LODs (gibs were already fixed)
Fix bouncing off wall frames when climbing up & down netting by adding "block player movement" collider
Fixed getting stuck on the top of netting placed in wall frames
Disable bounds check from earlier, it marks a bunch of stuff as changed incorrectly
Gib setups
Storage Adaptor prefab setup
Conveyor setup, icons, etc
Running RecalculateBounds now marks a prefab as dirty in the prefab editor
Fixed underwater effect on the lowest quality setting
Lake / River normal fix on low quality
Developer menu (f1 menu) scales with resolution so it's readable at 4k
Updated CreateMenuPrefabs
Added right click script for SimpleBones
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Merge from main -> steam_auth_tracking
WIP replacing modular car key locks with code locks
updated industrial crafter module
- split lights off to their own uv to control progress bar
- updated lods
- updated prefab
- added textures and materials for the lights
(this may change if/when we get a fix for the standard shader uv1 offset settings)
Add IOEntity.debugbudget and IOEntity.debugBudgetThreshold convars, prints out the entities taking up IO budget time if the total takes longer than the threshold
Modified LiquidContainer to only update it's drain targets when a circuit changes, not during UpdateOutputs
UpdateOutputs generally happens as part of a circuit change so we were doubling up work, this was exacerbated by long chains of water catchers getting drained immediately as water is produced
Updated cake tunnel entrance greybox