122,043 Commits over 4,048 Days - 1.26cph!
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Added a "Too many outputs" and "Too many inputs" HUD warning when looking at a conveyor with too many inputs/outputs (the limit is 16)
Requires TC auth and player holding wire tool
Can now rotate conveyor when placing
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Fixed conveyor passthrough getting disrupted when changing an industrial connection
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Fix blueprint filters not working (regression)
Containers can no longer deposit items into the same container that they have extracted the item from
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Merge Main -> Misc Fixes Feb 23
Iteration on engine & lighting.
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Merge Main -> Experimental
Nuclear missile silo LOD/COL progress
Remove the old LootWagonOptions prefabs
Scene backup.
FX meshes & related files.
compound graffiti models/textures/prefabs
compound topologies painting
update to slide back anim mask settings
adding hurt volumes to compound walls barbed wire
reload/unload weapon ammo sounds
merge from save233 - minor fixes
Increase maxItemStacksMovedPerTickIndustrial default to 12
Only apply the maxItemStacksMoverPerTickIndustrial convar per container
Fix mission scriptable object preview rendering wrong in the object picker (can't use EditorGUILayout for it)
Also seems to have fixed the inspector preview not being resizable
Rename the conversation condition type enum members so Unity renders them nicer
Expanded the action string stuff in the dialogue editor so templates can be specified
Allow selecting type 'assign mission' which shows a field for the BaseMission so it generates the correct action string internally
Also made this backwards compatible to not break existing conversations
Allow specifying mission conditions in the dialogue editor using a reference to the mission asset instead of copy pasting its ID in
Keep it backwards compatible to not break existing conversations
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Restore research bench loot panel in the loot panels scene
Fixed case where default items couldn't be researched
Fixed some text overlap when researching a default blueprint that requires a workbench