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11,602 Commits over 2,042 Days - 0.24cph!

2 Years Ago
Better fix for catcher detecting if inventory of target liquid container is full
2 Years Ago
Fixed water catchers not filling up with water if the attached destination liquid container is full
2 Years Ago
Merge from main
2 Years Ago
Disabled the shaking on the crafter while it's on Added a red flash to the crafter if it's output storage is full
2 Years Ago
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
2 Years Ago
Merge from industrial/inverse
2 Years Ago
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)
2 Years Ago
Turning on "Require All" filter mode now disables the min/max filter fields Bug fixes
2 Years Ago
Merge from industrial
2 Years Ago
Merge from main
2 Years Ago
Integrated every class that derives from LodComponent to use new FastLOD system
2 Years Ago
Initial work on an ECS based LOD system Currently only supports RendererLOD components Adds support for adjusting LOD bounds while aiming down a scope to ensure higher quality visuals when zoomed in
2 Years Ago
Conveyors will now turn back on after receiving power if they were on when they lost power
2 Years Ago
WIP hitbox suport
2 Years Ago
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
2 Years Ago
Can now edit all three bones on each finger
2 Years Ago
Can no longer open the mannequin loot while editing is taking place
2 Years Ago
Eliminated the brief snap to incorrect pose when first spawning a mannequin
2 Years Ago
Implement a hash check to limit excessive clothing rebuilds, mannequins will now only regenerate their clothing if the clothing actually changes
2 Years Ago
Item icons Fixed mannequins wearing underwear or enabling censorship cubes if the respective censorship setting was enabled
2 Years Ago
Added a small support rod that appears if both feet on the manequin aren't touching the ground (realism!)
2 Years Ago
Unsaved
2 Years Ago
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
2 Years Ago
Refactors Added dances to animation selections Applied a grid texture to the mannequin
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Proper saving/loading
2 Years Ago
WIP saving/loading
2 Years Ago
Proper rotation handles when moving joints
2 Years Ago
Starting pass on gizmos for adjusting the pose of the mannequin, feels pretty bad right now but the fundamentals are there
2 Years Ago
Mannequin inventory behaviour now matches player clothing behaviour (can't equip a hazmat suit and other clothing)
2 Years Ago
Make the female version a prefab variant, better model placement
2 Years Ago
Added a female version (separate prefab/deployable)
2 Years Ago
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now) Added a Mannequin skin set config to allow for new materials
2 Years Ago
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
2 Years Ago
Fixed some issues with the skin picker UI
2 Years Ago
Import first batch of emoji Delete placeholder content
2 Years Ago
HLOD generation will now disable r/w on meshes as part of the build
2 Years Ago
Fixed green pipe option not appearing in radial menu (whoops)
2 Years Ago
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
2 Years Ago
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
2 Years Ago
Added UI to expose new filter options
2 Years Ago
Merge from industrial
2 Years Ago
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer Increased the offset industrial pipes have from the placement surface by 0.01
2 Years Ago
Item redirects will no longer appear in the filter search Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes) Fixed NPC clothing appearing in the filter search box
2 Years Ago
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
2 Years Ago
Fixed min/max variables not working when assigned to blueprint filters
2 Years Ago
Merge from main
2 Years Ago
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
2 Years Ago
Reapply 78917 on the right branch