12,640 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
                Added the ability to adjust IO line thickness via the scene view editor
Clamped between 0 (current thickness) and 1 (very chonky)
Will only apply to Fluid and Electrical connections
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added a warning to the IO crosshair info if looking at an entity that you don't have the correct building privilege to make a connection to
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉█▉▌█▇ █▅▆▅▄▆▇██ ▉▋▉ ▇▇▆▉▍▆▄▅▍▇▆ ▆█ ▋▉▅▋▊█▇▋, ▉▅▍▍▇▌█ ▅▍▆▇ ▉▍█▅▇▍█▇▌▆█ (▄▍▄▋▇▊ ▅▊ ▌▄█▌▋▆ ▆▊▊▇ ▊▍▄▅▌ ▊█ ▆█▌▌▆▅▉ █▄▄▄▍ ▊▉▋ ▍▆█▇▅ ▅▊▍▄▇▌▍▆▇█▍ ▅▇ ▆▄▅ ▇▌▉▌▍█)
▊▅▆ ▋▍▌ ▌▍▋▋▉▉ ▇▊▉▌█▇▅▇ ▅▊▄▌▉▇▉ ▊▊█▌█ ▅▊▄▋▋▊▌▅, ▇▇▋▆▉▋▍ █▉█'█▅▋ ▊▇▄▄▇▅▊▆▆ ▇▇ ▌▅▇ ▊▉▌▄▋▉ ▄▍ ▋▌▌ ▇▌█▄▄▅ ▍▊▋▉▇ ▄▊▇▉ ▆▌ ▅▍▇▇█ ▇▆▌▋█ ▊▊▊ ▊▉ ▅▆▄▆▅ ▆▆ ▅▇▆▇
▋▇▉▅▊▆▇▅ ▌▋██▌ █▆ ▆▆▋▇ ▍▄▍▌▌▇▇▆▄▊ (▍▌▄ ▅▄▉▌ ▆▉ ▋█ ▆▉▌▋ ▊▌▆▌▍ ▍▍ ▇▍▆▇▌ ▉▋▌▇▍ ▇▉▍▍█▇▋ ▌▇ ▄▋)
▄▍▊▉▄▄▆▉ ▄▇▄▋▍█▄▌▋▋▇▉▋▇█▍▍ ▍▋ ▅▉▉▄▉▍▅▇▄▉ ▌▌██▆▆▉▆▋ ▍▉ ██ (▄▅▄█▍ ▊▉▋▉▅▆ ▄▄▉▇ █▌ ▌▅▍ ▆▌▌▌ ▄█▅▌▊ ▅▍▆ ▋▄▉▌ ▉█ ▅ ▊▉▌▆▊▆█▆▋▆▌ ▍▅██▅▅▆)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cache skin variant base name
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove IEmojiSource, abstraction is no longer needed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Attempting to make emoji work inline with an input field, still very broken
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove curve evaluations and tuple usage in pipe generation job to make it burst compatible
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge from industrial_merge
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Cherry pick 
79415 ignoring tracability
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from zipline_dismount_fix
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Filter fail conveyor output will now activate if no items were able to be moved due to the Max filter option (this behaviour only applies if the conveyor actually has output containers)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Potential NRE fix during server load
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                ▉▉▅▇▊ ▄▌▉█▊ ▆▌▄▆ ▋█ ▍▅▋▆ ▅▊▅▉▇ █▉▍█▅▋█ ▆▇▅ ▇▆▄▅▉ ▇▉ ▇ ▇▆▊▋▇▊▉█ █▅▍█▌ █▉▍▅█ (▌▅▇ ▌▋ ▊▋▄ ▇▆▌▄ ▅▌▉▇ ▌▇▊▋▅▇ ▌▋▇▇▆▌▆ ▍▊ ▅▍▄ ▉█▄██▄, ▄▆▆▇ ▉█▍▄ ▌▉▉▆▆█▆)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add a small delay before opening the doors when arriving at a floor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed door not opening if elevator is already at that floor and it's not at the top of the elevator shaft
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split out the office elevator prefab into it's own prefab, expose the wait delay on the prefab so it doesn't get applied to every elevator in the game
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Elevator test scene (Playground_NuclearElevators)
Suppress animation errors for now
Initial flow for opening extra set of doors attached to the lift
 
                
                
                
                
                
             
         
        
            
            
            
                
                Directional material effect on industrial pipes is now more spaced apart and moves slower
 
                
                
                
                
                
             
         
        
            
            
            
                
                Crafter no longer plays looping audio all the time, only while a craft is taking place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from crafter_improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't play the disconnecting sfx and UI when holding RMB and looking at an IO socket that you don't have building privilege for (this was rejected on the server anyway)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only abort an industrial conveyor job running long once it fully processes an output, can lead to strange output results otherwise
Fix some edge cases with blueprint min/max values
Fix splitters not splitting properly
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from contact_server_switch_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                AuthCount convar will now list an auth type with each entity entry
AuthCount convar will now list a code lock if the player is authed via the guest code (auth type will list LockGuest in this case)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add an industrial stress test server save
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added an extra slot for a storage adaptor on the front of the small wood box
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a display in the conveyor filter window to show what buffer transfers are currently in process
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some edge cases with filter "And" mode and buffer transfers (eg. a buffer/AND filter for 1 metal frag and 1k stone will wait until all of the stone is transferred before starting a new transfer and sending another frag)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Need to be standing to modify industrial filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed furnace power points not appearing reliably after a storage adaptor is attached
Added another storage adaptor socket to the front of the electric furnace
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove the non-jobs path for pipe generation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from industrial/cache
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Industrial budget is now an exposed convar (server.industrialFrameBudgetMs), was 0.25ms now defaults to 0.5ms
Conveyors can now abort jobs halfway through if they go for too long, meaning dense industrial networks may move less items if too many containers are connected
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cache the storage adaptor item container reference, in high density industrial networks the EntityRef getter that occurs here can take up half of the total time of the transfer