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

2 Years Ago
Cherrypick 77886, ignoring merge tracking
2 Years Ago
Merge from pistol_slide_states
2 Years Ago
Cherry pick 77900, ignoring merge tracking
2 Years Ago
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2 Years Ago
Merge from demo_fixes
2 Years Ago
Fixed some event sfx repeating once when a shot playback ends
2 Years Ago
Merge from main
2 Years Ago
Add graphics.dof_kernel_count convar, supports 0-3 Sets sample count to 28, 64, 128, 512 for smoother looking depth of field Current setting is hardcoded to 28 so this should have no impact on regular gameplay
2 Years Ago
Merge from industrial
2 Years Ago
Merge from main
2 Years Ago
Conveyors will now calculate Min/Max filter amounts based on the specified input/output ranges (eg. the left slot on the locker already only added/removed items from the first locker set, but now it will only check those slots when calculating how many items are in the container when evaluating filters)
2 Years Ago
Merge from watercatcher_perf_improvements
2 Years Ago
Fix static water catchers throwing an exception
2 Years Ago
Merge from watercatcher_perf_improvements
2 Years Ago
Merge from demo_fixes
2 Years Ago
Merge from cinematic_lod
2 Years Ago
Revert kayak and rowboat to their 78335 version to fix errors
2 Years Ago
First pass on exposing multiple dof sample options
2 Years Ago
Fix storage adaptors, conveyors and pipe LODs being calculated from the wrong position when entering network range
2 Years Ago
Compile out pipe mesh renderer on server
2 Years Ago
Reduce the minimum distance between industrial pipe points for easier placement (was 0.4, now 0.3)
2 Years Ago
Adjusted LOD levels of industrial entities
2 Years Ago
Merge from industrial
2 Years Ago
Revert kayak and rowboat prefabs to match main (even though plastic shows no changes, seems to fix their corruption in unity)
2 Years Ago
Merge from main
2 Years Ago
Added Jake's bench_io command from water_io_benchmark branch (there were some other unrelated changes on that branch) Added server.waterContainersLeaveWaterBehind, when enabled water containers will leave 1 unit of water behind when transferring water to other containers Attached sprinklers can still fully drain a liquid container Can be toggled at runtime, enabling this during peak hours or temporarily while IO usage is high should help general server performance
2 Years Ago
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction
2 Years Ago
Increase distance daisy chained water catchers can deposit their newly created water
2 Years Ago
Merge from main
2 Years Ago
Fixed chains of water storage entities sending excessive entity updates when chained together Storage entities will now wait 10s after they have initially received water before they start draining to subsequent storage entities Entity updates were caused by entities constantly dithering from having water/not having water, with this change every storage entity in a chain will maintain a low amount of water while a daisy chained water flow is occuring
2 Years Ago
Merge from main
2 Years Ago
Merge from industrial
2 Years Ago
Replaced conveyor toggle input with Turn On and Turn Off inputs
2 Years Ago
Merge from main
2 Years Ago
Cleanup Modified save data structure Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
2 Years Ago
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
2 Years Ago
Fix not being able to place deployables on top of industrial pipes
2 Years Ago
Merge from main
2 Years Ago
Fixed some filter pass/fail passthrough issues on the conveyor
2 Years Ago
Merge from industrial
2 Years Ago
Remove references to consuming fuel in the Turn On/Off interaction description for the electric furnace
2 Years Ago
Can now place doors even if pipes are obstructing the space (added an AllowDoor flag to ColliderInfo)
2 Years Ago
Fixed storage adaptor being invulnerable
2 Years Ago
Fixed being able to pickup deployables that have a storage adaptor or workbench attached (fixed box storage, workbench, ovens) Industrial crafter now needs to be empty before it can be picked up Electric furnace description tweak
2 Years Ago
Simplified some recursive behaviour on the conveyor
2 Years Ago
Merge from industrial
2 Years Ago
Fixed some passthrough issues with conveyors Protocol++
2 Years Ago
Merge from industrial
2 Years Ago
Log cleanup
2 Years Ago
Fixed some pipe prevent building volumes lingering after a connection has been removed