11,603 Commits over 2,042 Days - 0.24cph!
First pass on being able to map multiple industrial slots to different inventory ranges on a single entity
Allows a separate industrial slot to allow access to the blueprint slot on the crafter
Increased backtrack count for water entity drain calculations, allows longer networks and fixes some issues
Input/Output slots for large furnace
Added support for filters to only allow a minimum per move (eg. only move stone if we have at least 200 in the input container)
Maximum transfer value is now respected for category filters
Conveyors now attempt to move all valid items in a container in a single tick, instead of processing one stack at a time
Reduced the maximum amount moved per tick (32, was 128), this is now per item stack
Fixed incorrect size on item search popups
Potential BaseProjectile.OnInput NRE fix
Can now filter items blueprints in conveyors
Minor dismount changes, dismount the player 1.5m away fromt he end point of the zipline (was 0.5)
Show a prompt on the conveyor filter UI if no items are assigned
Can attach adaptor to small wooden box, small furnace and large furnace
Moved electric furnace power point
Removed built in electric furnace industrial slots, now needs a storage adaptor
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Fixed combiner showing incorrect IO information in inventory
Potential water catcher changes to improve server performance on long water catcher chains:
When a water catcher is going to generate water, check to see if we can find the eventual destination of that water and instead deposit the water there instead.
This involves skipping the in-between catchers in a chain to prevent each catcher getting turned on as it receives water and then getting turned off as it passes the water on.
This eliminates a lot of IO overhead as each activation/deactivation involves a nework update for the entity
Enable inside roots on all xmas dungeon exit prefabs
Subtract
77758, go back to refactor version
Added global.cleardroppeditems to clear all dropped items (for cinematic use)
Fixed gibs not repsonding to time changes in demos due to Invoke timings not really working in that environment
Gib death timers are now handled via a central static manager when playing demos
Added an IsScrubbing field to the demo reader
Don't spawn effects or gibs if scrubbing
Fix demo shots that end on the same frame as an effect getting spawned every frame
Use a dynamic pool of RenderTextures for video emoji instead of making them ahead of time in the editor for each emoji
Handles multiple identical emoji requesting a rendertexture, in this case they will all share the same texture
Add a warning if an emoji hasn't been added to the library
Add support for server to recognize if a player has sent emoji they do not own and reject the chat message
Don't use the imposter layer when trimming meshes, just disable all other colliders in the scene and then re-enable them once we're done
Play wrench hit anim every time a pipe piece is placed
Speed up hit animation (0.8->1.2)
Assigned icons and categories for xmas skins
Update sitting position, use throne pose
Unlock mask + vest via throne
Updated icons
Updated IconRender scene, disabled all entities and added a canvas to allow comparison with existing icons
World models, better names + descriptions
Fix NRE when exiting play mode while repair bench is open
Reapply vest skin (on the correct branch)
Subtract
77636, wrong branch
Increased sprite size to better show videos
Added scientist emoji
First pass on video file emoji support