userJarryd Campicancel
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10,994 Commits over 1,950 Days - 0.23cph!

2 Years Ago
Code review: properly fix SetVisible not working on MeshCull components. Added a force optional paramter to SetVisible. MeshCull components were remembering their state when they were disabled, when entering the HLOD bounds LODComponents are told to become visible and then adjust based on LOD however MeshCull components would ignore this as their saved state wouldn't have changed. Once in this state the MeshCUll component would think it was disabled, but it's mesh was actually visible. This likely wouldn't have been problematic if the player came into range via a CullingVolume as the player would be closer to the renderer as opposed to hundreds of metres away in the case of a HLOD component, however I've applied the same fix in that case.
2 Years Ago
Code review: use enabled state instead of ToggleEnabled method
2 Years Ago
Merge from main
2 Years Ago
LOD handling for pipes
2 Years Ago
Added support for conveyors to specify a maximum amount to move per tick, so large stacks of items will get moved gradually Set to 128 for now, will need revisiting
2 Years Ago
Add some basic analytics for halloween event
2 Years Ago
Fixed default inventory editor loadout not working
2 Years Ago
Skinnable setup
2 Years Ago
Fixed combiner not deploying Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
2 Years Ago
Very basic first pass on more interesting pipe rendering, just using a cube at the line points and using a proper cyulinder instead of a line renderer
2 Years Ago
Added some temporary icons for industrial entities
2 Years Ago
Added an events volume audio slider, affects audio from HalloweenHunt, EggHunt and XmasRefill
2 Years Ago
Don't show IO information in inventory for strobe light and fog machine
2 Years Ago
Added a toggle electrical input to the fog machine
2 Years Ago
Added a toggle electrical input for strobe lights
2 Years Ago
Prevent new idles from playing while the layer weight is 0
2 Years Ago
Rework idle controller, move idle fidgets to a new layer that gets lerped in/out while the idle state is active Bypasses some awkward transitions
2 Years Ago
Renamed some entities Added an electrical passthrough to the conveyor, there's probably going to be a lot of these
2 Years Ago
Merge from invoke_performance
2 Years Ago
Merge from main
2 Years Ago
Fixed EntCount and AuthCount not working on sleeping players
2 Years Ago
Update the redirect skin builder to no longer create skin assets
2 Years Ago
Fixed case where redirect skins wouldn't appear in repair bench (ItemDefinition.hasSkins now returns true if an item excluisvely has redirect skins and no skin assets) Fixed skin picker showing redirect skins not owned by the player
2 Years Ago
Fixed case where DLC redirect skins weren't craftable Fixed being unable to reskin items unlocked via DLC in repair bench Deleted skin assets for many items that no longer need them, this should make no gameplay difference: Disco floor large tiles, skull spikes, skull trophies, sunburn sunglasses, sky lantern, lumberjack tools, tomaha
2 Years Ago
Add find all redirects tool
2 Years Ago
Merge from main
2 Years Ago
Add industrial splitters and combiners Fixed electric oven load/save
2 Years Ago
Electric furnace now compatible with conveyors, items can be deposited into the inputs and extracted from the outputs
2 Years Ago
Integrate art, icon thumbnail, etc Consolidate art and prefab folders
2 Years Ago
Merge from ElectricFurnace (art)
2 Years Ago
Electric furnace IO integration
2 Years Ago
Merge from main
2 Years Ago
Move the extra idles to a sub state machine and make a new component to manage transitioning out of the additional idle
2 Years Ago
Added WeightedAnimationRandomiser to pick from different horse idles, can weight different idles differently, only play idles after playing a base idle a random number of times
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Remove "NeedsSteamItem" toggle on ItemBlueprint, blueprint now reads ItemDef and checks the steamItem field Added "Tools/Skins/Find redirect issues" Fixed some issues with DLC handling
2 Years Ago
Spray can, tomaha fixes
2 Years Ago
Prevent duplicates appearing in the skin picker in some cases
2 Years Ago
Repair bench now works with redirects without skin assets
2 Years Ago
Possible fix for world pos info not showing world info non-admins
2 Years Ago
First pass on allowing redirect skin items to work without skin assets Added support for crafting Items via craft menu
2 Years Ago
Lumberjack tools are no longer craftable (they now appear as skins to hatchet, pickaxe, etc)
2 Years Ago
Lumberjack tool skin files
2 Years Ago
Electric furnace boilerplate
2 Years Ago
Crafter will finish any outstanding crafts if the game was saved mid-craft, preventing material losses
2 Years Ago
Add a progress readout to the crafter loot panel
2 Years Ago
Vending machines and dropboxes are now compatible with storage adaptors
2 Years Ago
Conveyor now draws exclusively from output slots of crafter
2 Years Ago
Industrial Crafter now requires power to run and can be toggled on/off, includes a toggle IO port