13,105 Commits over 2,831 Days - 0.19cph!
Remove "NeedsSteamItem" toggle on ItemBlueprint, blueprint now reads ItemDef and checks the steamItem field
Added "Tools/Skins/Find redirect issues"
Fixed some issues with DLC handling
Prevent duplicates appearing in the skin picker in some cases
Repair bench now works with redirects without skin assets
Possible fix for world pos info not showing world info non-admins
First pass on allowing redirect skin items to work without skin assets
Added support for crafting Items via craft menu
Lumberjack tools are no longer craftable (they now appear as skins to hatchet, pickaxe, etc)
Lumberjack tool skin files
Electric furnace boilerplate
Crafter will finish any outstanding crafts if the game was saved mid-craft, preventing material losses
Add a progress readout to the crafter loot panel
Vending machines and dropboxes are now compatible with storage adaptors
Conveyor now draws exclusively from output slots of crafter
Industrial Crafter now requires power to run and can be toggled on/off, includes a toggle IO port
Conveyor now requires power to function, can be switched on/off
Added a toggle IO input for smart switch integration
Add crafting slots to all 3 workbenches
Fixed some item handling bugs with the industrial crafter
First pass on filter system for conveyors, can specify up to 5 items that an item conveyor will allow to pass
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Adjust spray can description to remove mention of inserting attachments
Fix lumberjack hazmat geometry being visible in eyes view (while downed)
Fixed missing sfx on new hatchet/pickaxes
First pass on crafter loot panel
Add support for Inventory loadouts to include blueprints
Restrict blueprint slot of crafter
Fixed incorrect weather effect interval change from yesterday
Disable static colliders on HLOD affected meshes (very experimental, probably going to cause issues)
NPC corpses will no longer use streamer mode names in their loot panel if streamer mode is active
Fix NPC ragdoll clothing going missing if a player leaves and enters network range
Dead NPC's will no longer display clothing/belt rows in the loot panel
Fixed code locks appearing incorrectly when using authcount command
Merge from invoke_performance
Default invoke performance tracking to false
Merge from invoke_performance
Space out weather effect invokes more when the intensity drops to 0 (x5)
Might make weather effects slightly less responsive when increasing from 0 intensity but should reduce the frequency that these effects are processed when they don't need to be
Don't allow the FadingToggle invoke in AmbientLightLOD to run during loading screens
Expose to convar (debug.invokePerformanceTracking and debug.invokePerformanceThreshold)
Some initial tests on an Invoke performance monitor, prints out all the invokes and the time taken per invoke if the total time takes more than 0.5ms in a frame
Created an InvokeSpammer
Update swamp_c, harbor_1 and launch_site after merge
Split count functionality into two convars, entcount and authcount
AuthCount returns entities that the player is authed to, regardless of whether they placed it
EntCount returns all entities that the player has placed
Fixed incorrect user id check in entcount convar
Added ID column to entcount convar results
Flashing train tunnel barricade lights no longer flash if the player is more than 30m above the lights (on the surface)
Each toggle was taking 0.3-0.5ms
Clear queues when enabling/disabling hlod
Add graphics.PrintLodQueues for debugging
Move LightGroupAtTime work queue processing to LateUpdate (it has physics lookups for IO entity connections now so it should happen here to elimiate physics syncs)
Don't run the IO entity physics lookup more than once every 8-12s, these light groups were running every frame on monuments that are out of network range since the client side IO entities didn't exist