13,523 Commits over 2,922 Days - 0.19cph!
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
Attempting to make emoji work inline with an input field, still very broken
Remove curve evaluations and tuple usage in pipe generation job to make it burst compatible
Merge from industrial_merge
Cherry pick
79415 ignoring tracability
Merge from zipline_dismount_fix
Filter fail conveyor output will now activate if no items were able to be moved due to the Max filter option (this behaviour only applies if the conveyor actually has output containers)
Potential NRE fix during server load
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Add a small delay before opening the doors when arriving at a floor
Fixed door not opening if elevator is already at that floor and it's not at the top of the elevator shaft
Split out the office elevator prefab into it's own prefab, expose the wait delay on the prefab so it doesn't get applied to every elevator in the game
Elevator test scene (Playground_NuclearElevators)
Suppress animation errors for now
Initial flow for opening extra set of doors attached to the lift
Directional material effect on industrial pipes is now more spaced apart and moves slower
Crafter no longer plays looping audio all the time, only while a craft is taking place
Merge from crafter_improvements
Don't play the disconnecting sfx and UI when holding RMB and looking at an IO socket that you don't have building privilege for (this was rejected on the server anyway)
Only abort an industrial conveyor job running long once it fully processes an output, can lead to strange output results otherwise
Fix some edge cases with blueprint min/max values
Fix splitters not splitting properly
Merge from contact_server_switch_fix
AuthCount convar will now list an auth type with each entity entry
AuthCount convar will now list a code lock if the player is authed via the guest code (auth type will list LockGuest in this case)