13,105 Commits over 2,831 Days - 0.19cph!
Fixed some components not appearing in the industrial conveyor filter dialog
Copy across the underwater_cinematic convar from media_projects, but modify to only disable the bubble effects, wiggle and blue post effects
This will need some manual merging to bring it in line with the media_projects version
Update bandit town hlod mesh to remove the softcore reclaim terminal
Fixed pipes leaving behind prevent building volumes when the entity that owns them gets destroyed/picked up
Revert split output item calculation to last months behaviour, just divide each stack via number of outputs
Note that the new behviour to not place items in daisy chained containers until the prior containers are no longer valid still applies, although those containers will still have a divided amount allocated to them and it will reduce overall throughput
Load the safe mode cfg instead of regular client cfg if "-safemode" is in command line
Added a button to the options screen to enable safe mode (bottom of the main options section)
Added SafeMode.ApplySafeModeConfig convar that overwrites the players client.cfg with a known safe version of the client cfg
Tweaked industrial caching behaviour, cache is now regenerated when a conveyor attempts a move (if needed) rather than every time a pipe is changed
The pipe changed callback now just stores a flag telling the conveyor it needs to rebuild the cache next move
Fixed case where industrial targets wouldn't get regenerated
ClearConnections now uses pooled lists
Possibly prevent NRE when opening a UI panel with an emoji compatible input field
Don't show the avatar of the killer on the death screen if streamer mode is enabled
Show emojis on market terminal
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Revert
79559, we want to to show repair costs even if they are 0/0 as that indicates that the item needs to be in the players inventory
Size adjustments
Only process emoji's that have conditional ownership on the server (cuts down on a lot of processing for emoji's we don't care about on the server)
Initial support for emoji use in vending machine names
Includes full emoji gallery in vending machine admin panel as well as support for displaying emoji in tooltips
Fixed conveyors not being able to move the additional blueprint slots on Industrial Crafters
Fixed some double substitutions
Automatically apply the skin tone version when typing in an emoji (eg. typing :angry: will automatically insert :angry+x: where x is the selected skin tone)
Initial string substitution work
Take a new approach, just alpha out the emoji string and spawn the emoji visual in the midpoint of the alpha'd out string
Doesn't look quite as neat but keeps input field compatibilty intact
Some additional NRE checks in StorageAdaptor
Changed zipline platform layers to World, fixes not being able to deploy drone on the platforms
More progress, moving the caret around an input field with emoji is now mostly working
Required some internal TmPro changes
Don't show a repair cost row on the popup if the cost is 0 items
Fix repair indicator not appearing when hitting a damaged item if the player has no relevant repair items in their inventory (NaN division)
Fixed refinery adaptor placement
Reworked storage adaptor deploy volumes to prevent placement when the storage adaptor is clipping into something solid
This generally resulted in inaccessible sockets due to the width check of the pipes
Should fix boxes placed under workbenches not being able to be picked up because they have a storage adaptor on them that can't be removed
Merge from io_line_thickness
Added the ability to adjust IO line thickness via the scene view editor
Clamped between 0 (current thickness) and 1 (very chonky)
Will only apply to Fluid and Electrical connections
Added a warning to the IO crosshair info if looking at an entity that you don't have the correct building privilege to make a connection to
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Cache skin variant base name
Remove IEmojiSource, abstraction is no longer needed