10,992 Commits over 1,950 Days - 0.23cph!
Cherry pick
77501 to reapply
Enforce cap, add a small animation
Prevent the map hotkey getting spammed into the map marker input field when the field is selected (trims the final character of the input field if it matches the map hotkey until that hotkey is released)
Team map marker support, including compass
Show first three letters of a map marker label on compass
Fixed NRE when inserting an RF item into a dropbox storage
More input handling, only allow one marker to be selected at a time
Input handling, when the text box on the marker edit UI gains focus the map will stay open (since we need keyboard input)
The map will close the next time the player presses the map key
Initial label support, needs input handling
Add "Tools/Find/Find Repair items with 1 cost" debug tool
Mark drone condition as repairable, fixes not being able to repair in repair bench
Fixed tactical gloves and all diving gear not appearing in industrial filter search box
Disable daisy chaining restrictions, daisy chained containers will now always receive their appropriate split regardless of the state of the container before them in the chain
Censor the frequency display on RF Transmitter item icons when streamer mode is active (displays xxxMHz) instead
Industrial conveyor will now attempt to fill any existing stacks in an output container before making a new stack
Ensure filter dialog still exists when receiving buffer info
Fixed conveyors set to AND mode incorrectly starting a transfer if there were multiple stacks of the same filtered item in an input container
Prevent keybinds running when renaming a shot
Added an interaction blocker underneath the demo UI to prevent any mouse interaction with game UI
Add first pass on an edit screen to allow modifying map markers after they are placed
Supports changing icon and colour
Reimplement colour/sprite swaps boilerplate, most of it left over from the last implementation
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inventory.deployloadout will now first search any PlayerInventoryProperties in the assets/content/properties/playerinventory folder before falling back to regular saved loadouts
Will match on the nice name, not the filename (case insensitive)
Inventory loadout commands now save the players main storage as well as the belt and clothing
Fixed inventory loadouts failing to save blueprints
Fixed inventory loadouts sometimes not applying every saved item
Can no longer set camspeed to negative values
Fixed some components not appearing in the industrial conveyor filter dialog
Copy across the underwater_cinematic convar from media_projects, but modify to only disable the bubble effects, wiggle and blue post effects
This will need some manual merging to bring it in line with the media_projects version
Update bandit town hlod mesh to remove the softcore reclaim terminal
Fixed pipes leaving behind prevent building volumes when the entity that owns them gets destroyed/picked up
Revert split output item calculation to last months behaviour, just divide each stack via number of outputs
Note that the new behviour to not place items in daisy chained containers until the prior containers are no longer valid still applies, although those containers will still have a divided amount allocated to them and it will reduce overall throughput
Load the safe mode cfg instead of regular client cfg if "-safemode" is in command line
Added a button to the options screen to enable safe mode (bottom of the main options section)
Added SafeMode.ApplySafeModeConfig convar that overwrites the players client.cfg with a known safe version of the client cfg
Tweaked industrial caching behaviour, cache is now regenerated when a conveyor attempts a move (if needed) rather than every time a pipe is changed
The pipe changed callback now just stores a flag telling the conveyor it needs to rebuild the cache next move
Fixed case where industrial targets wouldn't get regenerated
ClearConnections now uses pooled lists