122,043 Commits over 4,048 Days - 1.26cph!
Learn button on default blueprints no longer does anything (same behaviour as if you already know the blueprint)
Code review
Convert IndustrialConveyorTransfer handling to using blocks
Rate limit some conveyor RPC's
Remove some allocations when toggling crafter
Better compiled out profiles in pipe mesh building
Lots of simplifications in the pipe mesh jobs
Set up inventory handling sounds on industrial items
Fix industrial deployable sounds not receiving occlusion
Fixed incorrect filter evaluation on entities with separate input/output slot ranges (furnaces mostly)
▌▆▇█ ▌▄▌▅█▍▅▋, ▍▆▆▊▆▄▉▄ ▊▇▄▍ ▆▌▊▉█▍▆▇.▊▉▌█
Don't call OnObjectiveCompleted if the objective is already complete
Show mission objective progress on the HUD
Nuclear missile silo LOD and collider progress
More turbine & damage stuff.
Related materials.
Recycle mission instances when redoing a mission instead of adding a new one
Fix mission time limit not aligning with whats defined (mismatched Time.time and Time.realtimeSinceStartup)
Scene backup.
Mat tweaks for turbine FX.
Refactor missions protobufs so instance data is in a separate ,optional message
Only save mission instance data if the mission is in progress
Fix raycast used to prevent positions from being inside rocks
merge from main -> rust_metrics
load/unload functionality
Industrial crafting costs in line with electricity costs
Fixed furnace research cost 500scrap
Add some logic into position generators to reroll if the position is occupied by an entity, and move it up to avoid being inside rocks
Fix possible NRE when a mission (incorrectly) has null identifiers (and filled in identifiers in fisherman tackle)
mirrored train tunnel entrance (entrance_c)
some more set dressing/cover pass
DoPrepare many doors that, despite running DoPrepare on the entire project, didn't update. Yes, I call SavePrefabAsset. :(
merge from main (Staging wipe)
merge from door_unlock_fix
Shrink the new physboxes I added to doors to less than the width of the doors, so that they can't be triggered unless the door is actually animating into the thing
Doors now only activate their vehicle detection for the exact length of the open or close animation, instead of a fixed four seconds. Fixes some issues. Ran DoPrepare on all to save the door animation times to the door prefabs.
Depth shaders support for cutout, transparency and terrain holes
Added vehicle checkers to the three basic doors
Added a limit to how many whole stacks a conveyor move in a single tick (defaults to 6, exposed via server.maxItemStacksMoverPerTickIndustrial)
Fixed regression with minimum item count filters not being respected
▆▅▄▄▇ ▅▊▄▉▇▄▉█▋▌ ▊▍▇▊▆▄▋▌▋ ▅▉▋▍▉▍▋▇▊▋▊▇
industrial deployable deploy sounds
Comment only, explaining ReplicatedVar
▊▆▍▇▍▉ ▆▉▆ ▆▌▅▇▆▋ ▋▋▉▉▄▊▍▇ ▋▍ ▉▅▄▋▉▊▉█▊▊▅▋▄▆▌▌▄▍▌▋▅ ▅█▋ ▇▊▅▉▇ ▄▊▍▅█▇▇ - ▅▋▊▊▆ ▋▊▉▉▄▋ ▆▊▅▉▄█▍▋█ ▊▇█▍█▄▅ ▊▍▆▉▉ ▌▉▊▆▇▆███▍▅ ▆▍▍▌ ▅█▊▉▆'▋ ▍▊ ▌▇▊▆▅ ▊▄▊▇█▅▇▄, █▇▋ ▆█▇ ▍▋▅▅▄▉▆ ▍▆▇▋▇▌▍▍▌ ▍ ▊▄▇▋█ ▆▌ ▌▋▉▋▊▄ ▍▆ ▋▇▍▌▊▅▊▋ ▍▋▋▆▉▄▇ ▇▅ ▊▇▄ ▆▅▉▉▉▆.
Merge Main -> misc_fixes_feb23