userJarryd Campicancel
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12,887 Commits over 2,192 Days - 0.24cph!

3 Years Ago
Merge from cinematic_lod
3 Years Ago
Revert kayak and rowboat to their 78335 version to fix errors
3 Years Ago
First pass on exposing multiple dof sample options
3 Years Ago
Fix storage adaptors, conveyors and pipe LODs being calculated from the wrong position when entering network range
3 Years Ago
Compile out pipe mesh renderer on server
3 Years Ago
Reduce the minimum distance between industrial pipe points for easier placement (was 0.4, now 0.3)
3 Years Ago
Adjusted LOD levels of industrial entities
3 Years Ago
Merge from industrial
3 Years Ago
Revert kayak and rowboat prefabs to match main (even though plastic shows no changes, seems to fix their corruption in unity)
3 Years Ago
Merge from main
3 Years Ago
Added Jake's bench_io command from water_io_benchmark branch (there were some other unrelated changes on that branch) Added server.waterContainersLeaveWaterBehind, when enabled water containers will leave 1 unit of water behind when transferring water to other containers Attached sprinklers can still fully drain a liquid container Can be toggled at runtime, enabling this during peak hours or temporarily while IO usage is high should help general server performance
3 Years Ago
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction
3 Years Ago
Increase distance daisy chained water catchers can deposit their newly created water
3 Years Ago
Merge from main
3 Years Ago
Fixed chains of water storage entities sending excessive entity updates when chained together Storage entities will now wait 10s after they have initially received water before they start draining to subsequent storage entities Entity updates were caused by entities constantly dithering from having water/not having water, with this change every storage entity in a chain will maintain a low amount of water while a daisy chained water flow is occuring
3 Years Ago
Merge from main
3 Years Ago
Merge from industrial
3 Years Ago
Replaced conveyor toggle input with Turn On and Turn Off inputs
3 Years Ago
Merge from main
3 Years Ago
Cleanup Modified save data structure Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
3 Years Ago
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
3 Years Ago
Fix not being able to place deployables on top of industrial pipes
3 Years Ago
Merge from main
3 Years Ago
Fixed some filter pass/fail passthrough issues on the conveyor
3 Years Ago
Merge from industrial
3 Years Ago
Remove references to consuming fuel in the Turn On/Off interaction description for the electric furnace
3 Years Ago
Can now place doors even if pipes are obstructing the space (added an AllowDoor flag to ColliderInfo)
3 Years Ago
Fixed storage adaptor being invulnerable
3 Years Ago
Fixed being able to pickup deployables that have a storage adaptor or workbench attached (fixed box storage, workbench, ovens) Industrial crafter now needs to be empty before it can be picked up Electric furnace description tweak
3 Years Ago
Simplified some recursive behaviour on the conveyor
3 Years Ago
Merge from industrial
3 Years Ago
Fixed some passthrough issues with conveyors Protocol++
3 Years Ago
Merge from industrial
3 Years Ago
Log cleanup
3 Years Ago
Fixed some pipe prevent building volumes lingering after a connection has been removed
3 Years Ago
Shrink industrial icon on crosshair when looking at an industrial slot (was overlapping some text)
3 Years Ago
Pool the industrial pipe prevent building volume
3 Years Ago
Added two new slots to the locker, each slot corresponds to a different partition in the locker
3 Years Ago
Merge from industrial
3 Years Ago
Fixed conveyor not properly processing items that don't stack
3 Years Ago
Don't allow industrial pipes to pass through walls Pipes are still allowed to pass through closed doors
3 Years Ago
Merge from industrial
3 Years Ago
Merge from industrial
3 Years Ago
Protocol++
3 Years Ago
Vending machine loot panel will now attempt to remember current buy amounts when refreshing due to the vending machine inventory being modified (old bug, but made worse by industrial inputs constantly refilling vending machines)
3 Years Ago
Add Turn On and Turn Off inputs to crafter (toggle input is unchanged)
3 Years Ago
Merge from industrial
3 Years Ago
Fixed filter pass/fail outputs staying active after turning off a conveyor
3 Years Ago
Added an extra slot to each workbench for industrial crafters
3 Years Ago
Fixed crafter not being able to craft blueprints that require more than one full stack of an item (eg. high external wood walls require 1.5k wood) Crafter can now start a craft if required ingredients are split across slots