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138,211 Commits over 4,505 Days - 1.28cph!

12 Days Ago
added more gibs to collapsed debris monument blocker
12 Days Ago
Switch cooldown to use game hours not real minutes. Switched it to a range (satellite.cooldown_hours_min to satellite.cooldown_hours_max) and set it to 12-16 hours.
12 Days Ago
Merge: from fix_app_turretcontrol - No changes, just plastic history graph cleanup
12 Days Ago
Increase descent time from 5 minutes to 10 minutes.
12 Days Ago
Remove old placeholder gibs (heli stuff) code and prefabs.
12 Days Ago
Merge: from main
12 Days Ago
added new jukebox lowpoly
12 Days Ago
Upgrade "prefab not found in any asset scenes" log to a warning
12 Days Ago
merge from main
12 Days Ago
Switch ItemAmount to ItemAmountRanged for computer powerup cost list. Powerup cost is now 6-12 tech trash instead of a constant 10.
12 Days Ago
updates to new station blockouts
12 Days Ago
Bump thruster distance from 100 to 200
12 Days Ago
Randomise nudge direction when tightening radius, don't just use thruster directions, and vary (and increase) the direction moved.
12 Days Ago
Pick a random spot on the map for initial target location when taking control of a satellite instead of starting near the control computer.
12 Days Ago
Merge from PMM
Rin
12 Days Ago
merge from main
12 Days Ago
Merge from gas_station_maintainables
12 Days Ago
Merge from rustnav_draw_fix
12 Days Ago
Fixed location of ids
12 Days Ago
Fix missing tile ids and dynamic navmesh support
12 Days Ago
Fixed fuel pump amounts - they were being clamped and calculated incorrectly Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
12 Days Ago
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
12 Days Ago
Merge from terrain_renderer
12 Days Ago
merge from fix_second_hotbar -> main
12 Days Ago
Merge from main
12 Days Ago
Remove warning spam from hole renderer
12 Days Ago
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher Test fails for now
12 Days Ago
Fix not being able to drag icons into the bottom row of the main inventory (second hotbar) due to the main inventory being rendered on top of the hotbar
13 Days Ago
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
13 Days Ago
Tripled crude oil production rate at dome Each pump should produce around 1600 crude over the whole 10 minutes
13 Days Ago
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
13 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
13 Days Ago
Fix keybinds showing under the second hotbar
13 Days Ago
merge from fix_highwall_decay_delay -> main
13 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
13 Days Ago
Fixed lighting over time logic.
13 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
13 Days Ago
Allow IO entities to set custom min/max slack levels when creating connections with that entity Setup minimum wire slack level for connecting to powerline poles
13 Days Ago
Burst compile these jobs in builds, shouldn't have issues with it anymore
13 Days Ago
merge from water_treatment_plant_maintainables
13 Days Ago
re-order component placement to fix road terrain creating issues with pipes
13 Days Ago
stronger terrain adjusting on water pipes
13 Days Ago
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
13 Days Ago
Tightened up anchors for cliff_hills_large_f
13 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
13 Days Ago
Setup powergrid stage indicators on the new fuseboxes at powerplant Adjusted fusebox positions S2P powerplant
13 Days Ago
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
13 Days Ago
Tighten the detailed colliders, move RC camera slightly forward to try and keep them out of view Remove ignored colliders because Unity doesn't give us hits in order and increasing maxHits a lot is too expensive for this
13 Days Ago
Tightened up anchors for cliff_hills_large_a
13 Days Ago
merge from boat_foundation_clipping_improv