12,640 Commits over 2,315 Days - 0.23cph!
    
    
    
        
            
            
            
                
                Increased max stack size of a conveyor move to 60 (faster + splits nicer)
Reworked container split amounts to work in a branch based system (eg. each splitter will divide the maximum output amount per move by 3, nested splitters will further divide this amount)
Daisy chained output containers will now only be sent items if the preceding container in it's chain is full/could not accept item (eg. a conveyor outputting to a large box A which then outputs to another large box B, the B container will not receive items until A is full)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased maximum amount of containers that can be manipulated by a single conveyor to 64 (64 input + 64 output)
Increased maximum depth of container connections to 64
Stress testing, numbers are WIP
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on a refactor to cache the input/output destinations of an industrial conveyor instead of calculating them every move
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce the LOD distance on all of the lights on the electric furnace
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rework some elements of the IOEntity load process to prevent having to regenerate the IO connections (including the industrial pipes) every time any state on the IO entity changes
Prevents all industrial pipes getting regenerated multiple times every time a conveyor is turned on/off
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE introduced in 
79235 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable GPU instancing on electric furnace materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't unselect an IO connection if you mouse over an empty slot on another entity (affects electric/water/industrial)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a counter on the filter screen to show the number of filters and the maximum
Fixed item search field leaving results on when the search field is cleared
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slightly increased height of space check when ziplines are created, should make them more likely to avoid obstacles like terrain and seek alternate routes (0.5->0.75)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust physics sweep radius for zipline obstacle detection to more closely match the player dismount capsule sweep, prevents zipline from travelling into a space it thinks is valid but the player dismount will reject and kill the player
Added an extra pre dismount check to the zipline, if it fails move the zipline player back slightly before attempting the dismount
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from watercatcher_perf_improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better fix for catcher detecting if inventory of target liquid container is full
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed water catchers not filling up with water if the attached destination liquid container is full
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Disabled the shaking on the crafter while it's on
Added a red flash to the crafter if it's output storage is full
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added 3 more blueprint slots to the industrial crafter
All 4 bp slots can be accessed via the bp in/out industrial ports
Crafter can only make one item at a time, will attempt to make the items in sequence left-right
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from industrial/inverse
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactored conveyor filter variables:
Added a new field called Buffer that acts like the old Minimum system (transfer blocks of X items)
Minimum field will now transfer everything over the given value in the input container (eg. a minimum of 10 wood will transfer all wood until there is 10 left and then stop)
In a case where the Buffer and Minimum fields are both used, you will need the combination of both values to start a transfer (eg. a minimum of 10 and a buffer of 15 will need 25 before trhe transfer will begin)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Turning on "Require All" filter mode now disables the min/max filter fields
Bug fixes
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Conveyors will now turn back on after receiving power if they were on when they lost power
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Editing is now locked while a player has a held entity (please don't shoot the mannequin)
Player no longer collides with mannequin rotation gizmos
UI fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can now edit all three bones on each finger
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can no longer open the mannequin loot while editing is taking place
 
                
                
                
                
                
             
         
        
            
            
            
                
                Eliminated the brief snap to incorrect pose when first spawning a mannequin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement a hash check to limit excessive clothing rebuilds, mannequins will now only regenerate their clothing if the clothing actually changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Item icons
Fixed mannequins wearing underwear or enabling censorship cubes if the respective censorship setting was enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a small support rod that appears if both feet on the manequin aren't touching the ground (realism!)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Default mannequin to T-pose and add a T-Pose option to the animator
Mannequin edit will now get cancelled if the player editing gets disabled or leaves range
Can no longer rotate the hips
 
                
                
                
                
                
             
         
        
            
            
            
                
                Refactors
Added dances to animation selections
Applied a grid texture to the mannequin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a swap option, can now swap your current clothing with a mannequin (refactored part of the locker swap process and made it static so we can reuse it as it seems pretty battletested)
Increased the size of the joint gizmos so they're not entirely clipped by the mannequin when wearing bulky clothing
Can now modify the neck and head bones
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added the ability to open an animation window while editing mannequins, allows player to pick from a list of animations and scrub through them to set a pose
Bones can still be manually manipulated after selecting an animation, so the animations can be used as a starting point for further refinement
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Proper rotation handles when moving joints
 
                
                
                
                
                
             
         
        
            
            
            
                
                Starting pass on gizmos for adjusting the pose of the mannequin, feels pretty bad right now but the fundamentals are there
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mannequin inventory behaviour now matches player clothing behaviour (can't equip a hazmat suit and other clothing)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make the female version a prefab variant, better model placement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a female version (separate prefab/deployable)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now)
Added a Mannequin skin set config to allow for new materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Testing out a player deployed clothing mannequin
Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing
Also supports showing skins on items
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some issues with the skin picker UI
 
                
                
                
                
                
             
         
        
            
            
            
                
                Import first batch of emoji
Delete placeholder content
 
                
                
                
                
                
             
         
        
            
            
            
                
                HLOD generation will now disable r/w on meshes as part of the build
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed green pipe option not appearing in radial menu (whoops)