13,523 Commits over 2,922 Days - 0.19cph!
Conveyors now split their results evenly if they detect a splitter instead of waiting for a container to fill up before moving onto the next container
Note that when using a minimum filter setting this will split the desired move amount between the various containers
Fixed storage adaptors/crafters not getting parented properly after previous change
Switched from using the slot system to the socket system for placing industrial crafter/storage adaptor
This allows us to have multiple mount points for these entities
Added extra points where the storage adaptor can be attached to boxes for easier base building
Fixed pipe viewmodel not getting clothing assigned
Fix exception when setting a Min/Max value on a conveyor to an empty string
Removed item crafting logs
Turn on/off interaction on crafter is now default option if powered
Added global.blockEmojiAnimations and global.blockEmoji
If animations are blocked and a video emoji is played, the first frame is displayed as a still image
Fixed server name appearing in Rust+ menu if streamer mode is active
Fixed the spectate button in the admin panel sometimes spectating the wrong person if there were multiple people on the server with an identical name
Profiling, conveyor item move process is now allocation free
Update interact icon on conveyor filter
Fixed maximum transfer amount looking at the wrong container
Reworking minimum transfer mode - when this is used the exact minimum amount will be transferred from a container (eg. a conveyor is told to transfer wood in 100 minimum increments, if that conveyor sees 140 wood in the input it will move 100 wood and then stop)
Fixed minimum move mode not working with category filters
Optimized the conveyor screen process to dramatically cut down the number of RPC's required now that we are sending multiple items in a single tick
Adjust adaptor position on electric furnace
Allow default items to be researched in the Research Table for 10 scrap
Add a warning explaining that this is only needed for industrial crafting
First pass on a new "default industrial blueprint" item that can be created cheaply and modified after crafting to point to a different default item (primitive items, dlc items, etc)
This blueprint can't be learned by the player but can be inserted into an industrial crafter to allow crafting of default blueprint
Merge from industrial/multi_slot
Fixed conveyor On/Off interaction sometimes not appearing
Added a blueprint out industrial slot on the crafter
First pass on being able to map multiple industrial slots to different inventory ranges on a single entity
Allows a separate industrial slot to allow access to the blueprint slot on the crafter
Increased backtrack count for water entity drain calculations, allows longer networks and fixes some issues
Input/Output slots for large furnace
Added support for filters to only allow a minimum per move (eg. only move stone if we have at least 200 in the input container)
Maximum transfer value is now respected for category filters
Conveyors now attempt to move all valid items in a container in a single tick, instead of processing one stack at a time
Reduced the maximum amount moved per tick (32, was 128), this is now per item stack
Fixed incorrect size on item search popups
Potential BaseProjectile.OnInput NRE fix
Can now filter items blueprints in conveyors
Minor dismount changes, dismount the player 1.5m away fromt he end point of the zipline (was 0.5)
Show a prompt on the conveyor filter UI if no items are assigned
Can attach adaptor to small wooden box, small furnace and large furnace
Moved electric furnace power point
Removed built in electric furnace industrial slots, now needs a storage adaptor
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Fixed combiner showing incorrect IO information in inventory
Potential water catcher changes to improve server performance on long water catcher chains:
When a water catcher is going to generate water, check to see if we can find the eventual destination of that water and instead deposit the water there instead.
This involves skipping the in-between catchers in a chain to prevent each catcher getting turned on as it receives water and then getting turned off as it passes the water on.
This eliminates a lot of IO overhead as each activation/deactivation involves a nework update for the entity
Enable inside roots on all xmas dungeon exit prefabs
Subtract
77758, go back to refactor version
Added global.cleardroppeditems to clear all dropped items (for cinematic use)
Fixed gibs not repsonding to time changes in demos due to Invoke timings not really working in that environment
Gib death timers are now handled via a central static manager when playing demos
Added an IsScrubbing field to the demo reader
Don't spawn effects or gibs if scrubbing