userJarryd Campicancel
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9,525 Commits over 1,766 Days - 0.22cph!

1 Year Ago
Merge from industrial
1 Year Ago
Protocol++
1 Year Ago
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
1 Year Ago
Fixed electric furnace gibs glowing
1 Year Ago
Add an additional slot to the Tool Cupboard for storage adaptors (front face at the top)
1 Year Ago
Fixed crafter always playing sfx when off
1 Year Ago
Fixed pipes sometimes appearing incorrectly when first placed
1 Year Ago
Fix some interaction issues with the industrial crafter (caused by pickup option becoming available on the client incorrectly)
1 Year Ago
Expose power consumption value on electric furnace IO entity
1 Year Ago
Fixed server.enforcePipeChecksOnBuildingBlockChanges accidentally disabling the checks when true
1 Year Ago
Merge from industrial
1 Year Ago
Protocol++
1 Year Ago
Add a small (0.02m) additional offset from the surface when placing industrial pipes, helps pipes go along the ground through doorways without hitting the collider on the ground in a doorway
1 Year Ago
Fixed kicking a player via the admin UI not sending the supplied kick reason Fixed admin UI not working after being disconnected from a server while the UI was open (this also applied to the layers tab, fixed the issue there as well)
1 Year Ago
Building blocks can now check for illegal pipes when changing conditional models and remove any offending pipes Only enabled on walls for now, can be disabled with server.enforcePipeChecksOnBuildingBlockChanges in case of any unintended side effects
1 Year Ago
Updated entity wheel icon for electric furnace
1 Year Ago
Updated Electric furnace loot panel title
1 Year Ago
Merge from main
1 Year Ago
Added Turn On/Off inputs to the electric furnace
1 Year Ago
Pipe tool can now be stored in Tool Cupboard tool storage
1 Year Ago
Low grade is now researchable in the repair bench for use in the crafter
1 Year Ago
Merge from pistol_slide_remerge2
1 Year Ago
Merge from pistol_slide_states
1 Year Ago
Cherrypick 77886, ignoring merge tracking
1 Year Ago
Merge from pistol_slide_states
1 Year Ago
Cherry pick 77900, ignoring merge tracking
1 Year Ago
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1 Year Ago
Merge from demo_fixes
1 Year Ago
Fixed some event sfx repeating once when a shot playback ends
1 Year Ago
Merge from main
1 Year Ago
Add graphics.dof_kernel_count convar, supports 0-3 Sets sample count to 28, 64, 128, 512 for smoother looking depth of field Current setting is hardcoded to 28 so this should have no impact on regular gameplay
1 Year Ago
Merge from industrial
1 Year Ago
Merge from main
1 Year Ago
Conveyors will now calculate Min/Max filter amounts based on the specified input/output ranges (eg. the left slot on the locker already only added/removed items from the first locker set, but now it will only check those slots when calculating how many items are in the container when evaluating filters)
1 Year Ago
Merge from watercatcher_perf_improvements
1 Year Ago
Fix static water catchers throwing an exception
1 Year Ago
Merge from watercatcher_perf_improvements
1 Year Ago
Merge from demo_fixes
1 Year Ago
Merge from cinematic_lod
1 Year Ago
Revert kayak and rowboat to their 78335 version to fix errors
1 Year Ago
First pass on exposing multiple dof sample options
1 Year Ago
Fix storage adaptors, conveyors and pipe LODs being calculated from the wrong position when entering network range
1 Year Ago
Compile out pipe mesh renderer on server
1 Year Ago
Reduce the minimum distance between industrial pipe points for easier placement (was 0.4, now 0.3)
1 Year Ago
Adjusted LOD levels of industrial entities
1 Year Ago
Merge from industrial
1 Year Ago
Revert kayak and rowboat prefabs to match main (even though plastic shows no changes, seems to fix their corruption in unity)
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction