12,749 Commits over 2,315 Days - 0.23cph!
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WIP process for setting default skin tone for emoji
Initial support for multiple skin tones per emoji (supports + notation so :happy: :happy+1: :happy+2: etc)
Metal gib sfx for crafter, combiner, splitter, adaptor and conveyor
Revert some angle calculation changes from the code review in the pipe mesh generator as it was causing artifacts
Show the too many inputs warning if the conveyor is at the limit, rather than beyond the limit
Fixed directional overlay materials not getting reapplied to pipes when changing the colour of a pipe
Added Copy/Paste/Discard Changes/Apply buttons to conveyor filter dialog
Added a "Too many outputs" and "Too many inputs" HUD warning when looking at a conveyor with too many inputs/outputs (the limit is 16)
Requires TC auth and player holding wire tool
Can now rotate conveyor when placing
Fixed conveyor passthrough getting disrupted when changing an industrial connection
Fix blueprint filters not working (regression)
Containers can no longer deposit items into the same container that they have extracted the item from
Increase maxItemStacksMovedPerTickIndustrial default to 12
Only apply the maxItemStacksMoverPerTickIndustrial convar per container
Restore research bench loot panel in the loot panels scene
Fixed case where default items couldn't be researched
Fixed some text overlap when researching a default blueprint that requires a workbench
Learn button on default blueprints no longer does anything (same behaviour as if you already know the blueprint)
Code review
Convert IndustrialConveyorTransfer handling to using blocks
Rate limit some conveyor RPC's
Remove some allocations when toggling crafter
Better compiled out profiles in pipe mesh building
Lots of simplifications in the pipe mesh jobs
Fixed incorrect filter evaluation on entities with separate input/output slot ranges (furnaces mostly)
Added a limit to how many whole stacks a conveyor move in a single tick (defaults to 6, exposed via server.maxItemStacksMoverPerTickIndustrial)
Fixed regression with minimum item count filters not being respected
Refactored the filter pass/fail process to take into account minimum amounts across multiple containers, this will now abort any further item movement calculations if the filter cannot be satisfied which should improve performance for conveyors that have no valid outputs
Note: the filter fail/pass calculation only takes into account inputs, not outputs, so it's possible for the filter pass to be true but no item transfers taking place due to no valid slots in the outputs or the maximum count being reached in the output
Subtract
78607, let's find a better way
Filter pass output on conveyor will no longer pass through a success if no transfer occurred
Enable pipe block behaviour on triangle roof
Fix pipes getting incorrectly cleared due to blockages when loading
Fixed industrial crafter not fully filling the final item slot when crafting
Fix electric furnace material not lighting up properly
Move electric furnace to electrical category
Fixed case where crafter would become uninteractable if an entity connected to it changed IO state
Fixed electric furnace not listing it's power usage when selected in the inventory
The wire tool will now update itself to highlight the correct entity while looking at a non IO entity that has an IO entity child (the electric furnace IO slots will now appear when the player is looking at any part of the furnace)
This behaviour won't occur when more than one IO entity is parented to an entity
Move the conveyor filter fail/pass outputs to the bottom of the model, make the top a bit less crowded
Move the front face storage adaptor slot on the large wooden box to the left so it doesn't clip the lock
Fixed electric furnace gibs glowing
Add an additional slot to the Tool Cupboard for storage adaptors (front face at the top)
Fixed crafter always playing sfx when off
Fixed pipes sometimes appearing incorrectly when first placed