4,032 Commits over 1,127 Days - 0.15cph!
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Changed building blocked message to tell the player when they are trying to build on a building they don't own the TC on
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Fix doorways, door frames & windows snapping to the floor rather than the top of walls when building jump ups.
Also allows floors to connect to the middle of the above blocks (but provide no stability)
Fixed progress bar being stuck on output items when switching between large and small furnace
Prevent hitting weakspot of the exposed side of a wall when a roof is attached to it (regressed when fixing wall weakspot being blocked by floors)
Fix crude oil having cooking icon stuck on when removed from refinery
Use a Weakpoint PrefabAttribute rather than gameobjects
Added new wire colors
- light blue
- orange
- pink
- purple
- white
Added seperate despawn variable to avoid changing rarity (incase)
Explosives 20min -> 60min despawn
Aiming module 5->60
MLRS rocket 40->60
HE grenades 5->60
Rockets 40->60
Sam site 5->60
Beancan 20->40
Grenade launcher 5->60
Metal ore 5 min -> 20 min despawn (match metal fragments)
HQM ore 5 -> 40 minute despawn but stacksize 1000 -> 100
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Keep authorize UI open when authorizing players on a turret
Fixed ability to hit wall in weakspot when a floor or stairs is in the way
Show "X days" of upkeep after 72 hours (rather than > 72 hrs)
Fix placing walls prioritizing middle of wall sockets rather than top of wall (when building jump ups)
Fixed deploy offet of press button so it can be placed near the floor
Fix right clicking into repair bench not swapping items
Cherry pick
76438
(Fix building manager getting cleared in CLIENT + SERVER mode)
Can right click armor into locker and have it go to first free row (will not go into a row if it conflicts with other armor in the row)
Added ability to recolor existing wires in world by pressing "R" on input / output of wire, will apply selected color
Fix button so it passes through full power for 0.5s when connected in passthrough mode
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