5,676 Commits over 762 Days - 0.31cph!
Entity plugged with a chip can expose methods that can be called in the graph
Search light has a SetAimPoint method
Fixed 200 bugs, UI tweaks and compile fixes
Added logistic network tab, shows all the items in your base boxes (read only)
To show their content in the network, boxes need a storage monitor with a datachip, connected to the computer
Items are sorted by quantity
Storage monitors now use the new socket system (like the industrial storage adaptors), allows me to deploy data chips on em
Auto turret exposes: health, ispowered, hasTarget, equippedWeapon, ammoCount, targetPosition
Various UI fixes and tweaks
Data computer graph saving/loading
Fixed print node printing everything as floats
Added NodeValue.AsString
Added execution logic and event nodes
Can finally run some graph now
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Refactored node config fields
Added config fields UI
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints)
Graphs can read data from devices connected with data chips, trigger power outputs...
Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
merge from prefab_preprocess_fix
Logistics baseline:
Added data chip, can be deployed on entities to add data ports and expose new data
- HBHF sensors expose detected player positions
- Auto turrets expose their exact number of ammo left
Added ethernet tool, used to wire the new data IO type
Added data computer, has data inputs and is where you can consult data from all connected chips
Fixed small artist canvas frame being placeable on top of itself
merge from strenghtenedwindow_rugs_fix
Restored rug and bear rug prefabs to their versions before rug_window_fix
Set paintable window glass collider layer to Construction too
Restored strengthened window glass collider layer to Construction
In editor client server, PrefabPreProcess::Process always make a copy of the prefab even if no processing is needed, to avoid touching the asset
This fixes instantiated prefabs saved as disabled after playmode
Optimisations on dev tool opening/closing
Renamed the branch new_console-ui
Cleanup
Tools tab HUD components toggles
Added horse mask to the skin viewer
merge from LNY26/skinviewer
merge from LNY26/skinviewer
Skin viewer scripts folder cleanup
Added silly horse mask to the skinviewer
Optimisations and refactoring
Changing the zoom of the item list also updates the vehicle list and the other way around
Renamed the item and vehicles tab classes and prefabs
Artist overlay page video updated
Update artist pack store video
Added SKS and fixed spinning wheel
Fixed missing TerrainToMeshConversionDetails script warning on tropical prefabs
Fixed deep sea rowboat spawners settings, fixes bricked deep sea rowboats after a server restart
Tweaks to palm_tree_tropical_small_a_entity to fix its minigame again
Updated the videos again, was using the wrong codec
Optimised build preview video size