3,110 Commits over 915 Days - 0.14cph!
Sam site can passthrough power (use it to detect destroyed sam sites not power multiple)
Removed condition from most electrical entities so they stack easily when picked up
(doesn't apply to batteries, solar panels, windmills, turrets, etc)
Armored door & double door 800 -> 1000 hp
Fix Rust+ throwing errors when starting up twice (mainly on hardcore & softcore)
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Make balloon engines have different levels of fires
Mark more LOD as dynamic so they update while moving
Remove mono.cecil loading & resaving debug symbols, instead don't load .pdb
Merge from main -> harmony_qol
Set switch LOD to dynamic
Add seperate gameobject with rigidbody, apply forces to that and copy position back over
Disable render batching convar & noclip protection
Fix building manager getting cleared in CLIENT + SERVER mode
Basic manual force calculations
Fix prop_engine based on windmill prefab, fix engine power not being networked to client
Add electric airship engine (aka mini windmill)
Only run fixedupdate on server
Make the airship rigidbody kinematic and control with scripts
Add entities to airship as they are built
Change more building blocks to convex colliders / primitives rather than at runtime due to building blocks refreshing their skins
render batching finally disables, add trigger parent to airship
Defer disable render batching
Convert more prefabs to convex colliders even though they are box looking mesh colliders
1 second delay before converting base into airship rather than do it properly
Give balloon engine some starting hp
Switched stone floor frame to 4 box colliders to prevent unity complaining about non-convex colliders moving
Create airship entity when a balloon is added to a base
Disable render batching for building blocks on airships & rearrange folders
Disable throwIfSymbolsAreNotMatching
Merge from main -> harmony_qol
Update manifest & add building blocked volume to balloon engine
Add balloon engine
Ability to build floors on the bottom of walls
Ability to build walls on the bottom of floors
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Added "enable_player_movement" command to test it, fixed the rpc modifying the gameobject rather than the monobehaviour
Merge from main -> player_movement_rpc
Merge from main -> global_networking
#SERVER fixes & more refactoring
Removing entities works, remove old prototype code not needed / working
Fix conditional models not working due to the way prefabs were read & prefabId mismatches
Merge from main -> experimental
Nevermind we don't need to calculate conditional models clientside
Handle entity links in seperate manager with an octree rather than physics lookups
Move LoadEntities() call in CustomNetworkHandler
Custom renderer works with Matrix4x4 rather than position only
Apply more fixes lost to git & now works from server
Using statement should be in #UNITY_EDITOR