122,124 Commits over 4,048 Days - 1.26cph!
Log attacks & deaths per player
Give each player a unique id per life
Fixed some edge cases with filter "And" mode and buffer transfers (eg. a buffer/AND filter for 1 metal frag and 1k stone will wait until all of the stone is transferred before starting a new transfer and sending another frag)
Log entities built & store all event ids in static class
Store genetics of harvested plants as strings
Remove GAMEPLAY_ANALYTICS preprocessor directive
Log the player that was last using the recycler when an item is recycled
PTZ icon
Moved PTZ to electrical category
PTZ Base crafting pass
Increased PTZ max place distance
PTZ craftable and researchable
Moved Drone to vehicle world layer
Drones can no longer be placed underwater
Drones can no longer be deployed at silly angles
Fixed deployment on certain layers
Added prevent building volume
Fixed rotation angles
Added ground tarps to the warhead room
WIP PTZ camera deployable
Add crosshair texture from lewis
EACServer experiments / debugging (continued)
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Drone no longer hidden
Drone craftable and researchable,
Drone unlocked by default (for now)
Drone crafting cost (subject to change)
Workbench level 2
Fixed setup issues. Cleanup.
Placement routine matches legacy version fully now
door.hinged.elevator_inside_door_office prefab
updated simple vertical elevator prefab
EACServer experiments / debugging (continued)
merge from oilrig_small_pipes_fix
elevator_office_lift.static prefab
updated simple vertical elevator prefab
Added additional text to scattered paper texture
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made a working elevator shaft based on underground tunnels for NMS
Added the new quarry deployable for previewing
fixed cliffs clashing with interior pieces
offset on terrain anchors
Need to be standing to modify industrial filters
Fixed furnace power points not appearing reliably after a storage adaptor is attached
Added another storage adaptor socket to the front of the electric furnace
Gun item gets physically added to the heli turret
Remove the non-jobs path for pipe generation
Merge from industrial/cache
Industrial budget is now an exposed convar (server.industrialFrameBudgetMs), was 0.25ms now defaults to 0.5ms
Conveyors can now abort jobs halfway through if they go for too long, meaning dense industrial networks may move less items if too many containers are connected
Fixed CH47 heli sharing a reserved flag with BaseVehicle code
Cache the storage adaptor item container reference, in high density industrial networks the EntityRef getter that occurs here can take up half of the total time of the transfer
Merge Main -> Attack Helicopter
Cone tracing sun disk for direct light area shadows