10,994 Commits over 1,950 Days - 0.23cph!
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)
Add Turn On and Turn Off inputs to crafter (toggle input is unchanged)
Fixed filter pass/fail outputs staying active after turning off a conveyor
Added an extra slot to each workbench for industrial crafters
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
Fix electric furnace not properly declaring input/output slots
Fix storage adaptor lights flashing once when getting placed
Fixed subsequent storage adaptors in a chain of storage adaptors not flashing green when receiving items
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
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
Added givebp convar to add a blueprint to your inventory for testing (eg. givebp hatchet)
Fixed pipes not getting disabled by LOD
Don't time out the filter fail/pass outputs, they'll stay on as long the filter has passed or failed and the conveyor is active
Hooked up on/off lights on the conveyor
Storage adaptors now briefly flash red when they lose an item and flash green if they gain an item
WIP better directional display when in TC range on pipes
Fixed scroll direction on industrial pipes when holding pipe tool in TC range
Fix conveyor filter scroll not behaving correctly with 12 filters assigned
Better fix for the splitter > crafter blueprint scenario
Some comments
Hacky solution to fix issue where a conveyor is hooked up to a splitter and then connected to both of a crafters inputs (will attempt a better fix next)
Can rotate the combiner and splitter
Conveyor and crafter frequencies are now controlled by convars (Server.conveyorMoveFrequency and Server.industrialCrafterFrequency)
Defaults to 5s each
Better ease in/out on the item icons on the conveyor screen
Combiner, splitter deployment volume tweaks
Fixed first output slot of large furnace not getting detected by conveyor
Fixed not being able to place items in the first input slot of the electric furnace
Can no longer clip the conveyor through an already placed wall
Fixed pipe colour not being properly applied when deleting a connection and making a new connection with a different colour
Fixed category filters only working if they had a max value assigned
Can now move wood to fuel slots on furnaces via conveyor
Added a filter pass and filter fail electrical output to the conveyor, the appropriate output will have 1 power for 5 seconds when the filters current state changes
Conveyors will now draw equally from all of their connected inputs (eg. a single conveyor will now pull from all 3 combiner inputs equially instead of exhausting one and then moving to the next)
Don't let conveyors pull through another type of industrial storage
Filters will now accept redirect items if the filtered item is the base item (eg. filtering for hazmat will now accept arctic, spacesuit, etc)
Copy the item search consolidation from the default_blueprint branch
Fixed not being able to delete some entries in a filter with lots of entries
First pass on locker compatibility with storage adaptor
Fix not being able to filter by default blueprints (eg. gun powder)
Added Graphics.disableParticleLod
Added Graphics.disableAnimatorLod