13,067 Commits over 2,831 Days - 0.19cph!
Styling, fixes
RMB to clear slots
Added a reset to default button
Merge from wire_slacking/optimisations
Fix insufficient array lengths when dealing with wires > 20 points (not just a creative mode issue, some monuments like airfield have static connections with quite a few points)
Added invisible pipe option to industrial connections
Can now build building blocks of any skin/grade in free build mode
Fixed not being able to freely upgrade building blocks in prevent building volumes
Removed the hold shift to make invisible IO connections
Added a new invisible colour to the IO colour wheel when in creative mode, this feels a bit neater and allows the directional line to appear while in TC range of invisible wires
Currently supports electrical and fluid
Unlimited IO creative mode now clamps the maximum length of an IO connection to 200m
Increase the maximum number of output containers a water container to push water into (3 -> 12)
Fluid splitters and combiners can now be rotated
Merge from tutorial_map_fix
Fixed tutorial missions missing an icon on the map screen
Fixed tutorial island sometimes not being visible on the map due to map clamps
Merge from qol_industrial_conveyor_filter
First pass on a section in the options menu to customise gesture wheels
Can now set any gesture to any slot on both wheels
Initial support for an extra gesture ring, uses the next/previous system that building block skins use
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed some incorrect tarp colours on oil rig
Fixed ceiling light not being interactable and gibs missing material
Disabled colliders on cctv desk to fix not being able to mount
Fixed some more pipes with incorrect colours on large oil rig
S2P both rigs with hlod
Fixed some containers that have changed colour on the tarp cargo ship variant
Updated the replace objects with prefab tool with a new tool that just replaces the objects selected object with the provided prefab, no string filtering
Fixed more cases of objects not being marked as IsDynamic on cargo ship, unsure how they keep slipping through
Initial boilerplate for a customisable gesture wheel
Saves the current wheel loadout into convars (eg. GestureCollection.Slot0Bind "clap")
Merge from techtree_panel_improvements
Fixed button listeners not getting cleared properly when recreating the tech tree, leading to some NRE's
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of the kitchen_cabinet_100 and kitchen_cooker prefab getting repositioned
Affected some underwater labs, desert military bases and arctic research base
Fixed colours on static ore nodes at excavator
S2P arctic research base, seems to resolve some out of date models
Fixed pipe colours on small oil rig
Fixed all of the pipe colours on large oil rig
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P bandit, fishing A, stables A, compound (no HLOD)
Removed all RendererBatch components from CargoShipTest and enabled IsDynamic on a few missed objects
Fixed pattern sofa incorrect material
Fixed candle group fx positions now that the model has changed slightly
Roll searchlight back to renderer lod, requires a 180 degree asset flip
Fixed powered water purifier error
Fixed industrial crafter error
Fixed powered water purifier, storage monitor deploy error
Merge from snow_effects_roll_back_and_meshLOD_conversion
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene)
Went through each monument looking for stragglers, some notable finds:
-the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD
-converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
Update wooden_crate_e (and it's camo version) to MeshLOD
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped
Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD
S2P supermarket, NMS, bandit town, water treatment
Rerun fishing village A and C S2P