10,994 Commits over 1,950 Days - 0.23cph!
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.
Code review: use enabled state instead of ToggleEnabled method
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
Add some basic analytics for halloween event
Fixed default inventory editor loadout not working
Fixed combiner not deploying
Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
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
Added some temporary icons for industrial entities
Added an events volume audio slider, affects audio from HalloweenHunt, EggHunt and XmasRefill
Don't show IO information in inventory for strobe light and fog machine
Added a toggle electrical input to the fog machine
Added a toggle electrical input for strobe lights
Prevent new idles from playing while the layer weight is 0
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
Renamed some entities
Added an electrical passthrough to the conveyor, there's probably going to be a lot of these
Merge from invoke_performance
Fixed EntCount and AuthCount not working on sleeping players
Update the redirect skin builder to no longer create skin assets
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
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
Add find all redirects tool
Add industrial splitters and combiners
Fixed electric oven load/save
Electric furnace now compatible with conveyors, items can be deposited into the inputs and extracted from the outputs
Integrate art, icon thumbnail, etc
Consolidate art and prefab folders
Merge from ElectricFurnace (art)
Electric furnace IO integration
Move the extra idles to a sub state machine and make a new component to manage transitioning out of the additional idle
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
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
Prevent duplicates appearing in the skin picker in some cases
Repair bench now works with redirects without skin assets
Possible fix for world pos info not showing world info non-admins
First pass on allowing redirect skin items to work without skin assets
Added support for crafting Items via craft menu
Lumberjack tools are no longer craftable (they now appear as skins to hatchet, pickaxe, etc)
Lumberjack tool skin files
Electric furnace boilerplate
Crafter will finish any outstanding crafts if the game was saved mid-craft, preventing material losses
Add a progress readout to the crafter loot panel
Vending machines and dropboxes are now compatible with storage adaptors
Conveyor now draws exclusively from output slots of crafter
Industrial Crafter now requires power to run and can be toggled on/off, includes a toggle IO port