userJarryd Campicancel
branchrust_reboot/main/hoppercancel

40 Commits over 59 Days - 0.03cph!

11 Days Ago
Codegen
11 Days Ago
Fixed Hopper attempting and failing repeatedly to stack food items that could not be stacked due to spoiling timers (will also fix logic in industrial system as it shares the same precheck process) Exposed maximum difference (in seconds) that two items with spoil timers can have and still be stackable (server.maxFoodSpoilTimeDiffForItemStack), increased from 60s to 3 minutes to avoid undesired stacking behaviour during long cooking processes
11 Days Ago
Merge from main
14 Days Ago
Added a timeout to the hopper item move process, if an item takes more than 5s to reach the hopper just snap it to the end
14 Days Ago
Hopper power input is now named "Power In"
14 Days Ago
Merge from main
18 Days Ago
Remove the fx hierarchy from the server
18 Days Ago
Merge from crafting_update
23 Days Ago
Improved animation of tiems flying into hopper Fixed hopper speed not being tied to timescale
24 Days Ago
Fixed blood spray fx not working properly Better particle effects fade out
24 Days Ago
Merge from main
25 Days Ago
Fixed incorrect stack amounts when harvesting corpses
25 Days Ago
Adjusted blood fx, still not 100% working (pooling protobuf related maybe)
25 Days Ago
Fixed hopper breaking if an item was destroyed while it was in motion
25 Days Ago
Merge from main
29 Days Ago
Hooked up hopper lights
30 Days Ago
Adjusted build volumes to rule out some clipping hopper placement scenarios
30 Days Ago
Fixed players harvested by the hopper not getting the proper skull player assignment
30 Days Ago
Added hopper socket to medieval box
30 Days Ago
Fixed repair/pickup
30 Days Ago
Only let 1 item get added to the move queue at a time Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
30 Days Ago
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak) Fixed hopper throwing an exception when more than 128 world items are in it's radius
30 Days Ago
Better handling for backpacks, extract all items
30 Days Ago
Hoppers ignore backpacks (temporary fix, will get this working later)
32 Days Ago
Unsaved assets
32 Days Ago
Added a slight delay before items start moving
32 Days Ago
Placeholder effects
32 Days Ago
Movement fixes
34 Days Ago
Some basic handling for full containers, this will need more work
34 Days Ago
Hopper now harvests everything from corpses WIll take all items from a ResourceDispenser (animals and players) Will take all items from any inventories (players)
34 Days Ago
Abstract hopper behaviour into new IHopperTarget interface Implement in BaseCorpse
34 Days Ago
Misc prefab setup, guide meshes, icon
34 Days Ago
Merge from main
2 Months Ago
Hooked up conditional mount brackets, will use a curved bracket when attached to the horizontal barrel
2 Months Ago
Basic handling for the hopper to recognise when the attached container is full Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
2 Months Ago
Hopper won't suck up items if construction (building blocks) is in the way It can pull items through deployables
2 Months Ago
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
2 Months Ago
Require power to run, hooked up industrial ports so it can act as a storage adaptor Various prefab setup, fixed some item movement issues
2 Months Ago
More sockets
2 Months Ago
First pass on hopper functionality Setup attachment for large wood box, sucks up any dropped items in a 1.5m radius and deposits them into the attached container