122,054 Commits over 4,048 Days - 1.26cph!
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Fixed being able to start the electric furnace with less than 3 power
Fix parsing errors on some inputs on the conveyor filter screen
Attack heli video feed post-processing
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Fixed unable to place conveyor on twig and armoured ceilings/floors
subtracting
78500 canvas_disabled_2 to main
Damage flames & smoke get fanned and increase in volume & intensity with movement.
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Further spawn-over-distance polish
Bring over some of the improvements from the mount objective into the kill objective
Optimized & polished the ground blast effect.
Earlier exit ProcessMissionEvent if event type isn't relevant to the objective
Update ExtendedScriptableObjectDrawer to prompt to embed for a few missed paths
Add a new mission objective script to mount a type of entity
Added detail layer blend type drawer w/ channel flags (testing)
Box filtering for less light bleed.
Cockpit_Em texture tweak for the gun turret.
Reworked cockpit damage FX to not need collision planes.
Write and read normal along with depth
Refactor objectives to use uint identifiers instead of strings so tracking them doesn't require allocations
Update AcquireItem and Harvest objectives to use ItemDefinition references instead of copy pasted item short names
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Round to nearest int not lowest int, for smoother placement
less confusing calculation function
only show rotation UI for items with config
Fixed several errors during demo playback
Initial support for an inverse mode for conveyor filters, uses the filter list as a list of items to ignore and accept everything else
Doesn't have support for min and max filter options
Harcoded on right now, needs some UI work
Basic working camera and monitor
Improvements to attack heli ground control
New ground driving system for helis without wheels. Works better for skis than the invisible wheels I had before
Fixed name on dropbox storage adaptor socket (wouldn't have been an issue in built client + server)
Grounded check for helis with no wheelcolliders, ground control changes
Fixed case where minimum amount transfer wouldn't begin if amounts were spread across multiple stacks
Fixed case where minimum amount transfer would send too many items if there were more items available in the same tick
Fixed electric furnace consuming power while off