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9,529 Commits over 1,766 Days - 0.22cph!

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
1 Year Ago
Increase distance daisy chained water catchers can deposit their newly created water
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
Merge from main
1 Year Ago
Merge from industrial
1 Year Ago
Replaced conveyor toggle input with Turn On and Turn Off inputs
1 Year Ago
Merge from main
1 Year Ago
Cleanup Modified save data structure Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
1 Year Ago
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
1 Year Ago
Fix not being able to place deployables on top of industrial pipes
1 Year Ago
Merge from main
1 Year Ago
Fixed some filter pass/fail passthrough issues on the conveyor
1 Year Ago
Merge from industrial
1 Year Ago
Remove references to consuming fuel in the Turn On/Off interaction description for the electric furnace
1 Year Ago
Can now place doors even if pipes are obstructing the space (added an AllowDoor flag to ColliderInfo)
1 Year Ago
Fixed storage adaptor being invulnerable
1 Year 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
1 Year Ago
Simplified some recursive behaviour on the conveyor
1 Year Ago
Merge from industrial
1 Year Ago
Fixed some passthrough issues with conveyors Protocol++
1 Year Ago
Merge from industrial
1 Year Ago
Log cleanup
1 Year Ago
Fixed some pipe prevent building volumes lingering after a connection has been removed
1 Year Ago
Shrink industrial icon on crosshair when looking at an industrial slot (was overlapping some text)
1 Year Ago
Pool the industrial pipe prevent building volume
1 Year Ago
Added two new slots to the locker, each slot corresponds to a different partition in the locker
1 Year Ago
Merge from industrial
1 Year Ago
Fixed conveyor not properly processing items that don't stack
1 Year Ago
Don't allow industrial pipes to pass through walls Pipes are still allowed to pass through closed doors
1 Year Ago
Merge from industrial
1 Year Ago
Merge from industrial
1 Year Ago
Protocol++
1 Year 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)
1 Year Ago
Add Turn On and Turn Off inputs to crafter (toggle input is unchanged)
1 Year Ago
Merge from industrial
1 Year Ago
Fixed filter pass/fail outputs staying active after turning off a conveyor
1 Year Ago
Added an extra slot to each workbench for industrial crafters
1 Year 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
1 Year Ago
Crafter fx tweaks
1 Year Ago
Fix electric furnace not properly declaring input/output slots Fix storage adaptor lights flashing once when getting placed
1 Year Ago
Fixed subsequent storage adaptors in a chain of storage adaptors not flashing green when receiving items
1 Year Ago
Merge from industrial
1 Year Ago
Protocol++
1 Year Ago
Allow conveyors to reach beyond a storage adaptor when looking for inputs, can now chain together multiple containers without need for a combiner Conveyors will stop looking for inputs if they hit a storage entity that is not an adaptor or another conveyor Conveyors will draw from a maximum of 16 containers per tick
1 Year Ago
Remove dryfire sfx event from start of v_semi_pistol@slide_back, fixes sfx playing when switching to an empty p17 or semi auto pistol
1 Year Ago
Merge from industrial