reporust_rebootcancel

122,043 Commits over 4,048 Days - 1.26cph!

2 Years Ago
Learn button on default blueprints no longer does anything (same behaviour as if you already know the blueprint)
2 Years Ago
Scene backup
2 Years Ago
Merge from main
2 Years Ago
Merge from industrial
2 Years Ago
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
2 Years Ago
Set up inventory handling sounds on industrial items
2 Years Ago
Fix industrial deployable sounds not receiving occlusion
2 Years Ago
Fixed incorrect filter evaluation on entities with separate input/output slot ranges (furnaces mostly)
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Don't call OnObjectiveCompleted if the objective is already complete
2 Years Ago
Show mission objective progress on the HUD
2 Years Ago
Large vents
2 Years Ago
Nuclear missile silo LOD and collider progress
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
More turbine & damage stuff. Related materials.
2 Years Ago
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)
2 Years Ago
Scene backup. Mat tweaks for turbine FX.
2 Years Ago
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
2 Years Ago
compound early dressing
2 Years Ago
merge from main -> rust_metrics
2 Years Ago
merge from main
2 Years Ago
merge from loading
2 Years Ago
load/unload functionality
2 Years Ago
merge from industrial
2 Years Ago
Industrial crafting costs in line with electricity costs Fixed furnace research cost 500scrap
2 Years Ago
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)
2 Years Ago
phrases
2 Years Ago
mirrored train tunnel entrance (entrance_c) some more set dressing/cover pass
2 Years Ago
DoPrepare many doors that, despite running DoPrepare on the entire project, didn't update. Yes, I call SavePrefabAsset. :(
2 Years Ago
merge from main (Staging wipe)
2 Years Ago
merge from save233
2 Years Ago
network++
2 Years Ago
merge from main
2 Years Ago
merge from door_unlock_fix
2 Years Ago
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
2 Years Ago
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.
2 Years Ago
Depth shaders support for cutout, transparency and terrain holes
2 Years Ago
Added vehicle checkers to the three basic doors
2 Years Ago
Merge from industrial
2 Years Ago
Typo fix
2 Years Ago
Added a limit to how many whole stacks a conveyor move in a single tick (defaults to 6, exposed via server.maxItemStacksMoverPerTickIndustrial)
2 Years Ago
Fixed regression with minimum item count filters not being respected
2 Years Ago
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2 Years Ago
industrial deployable deploy sounds
2 Years Ago
Comment only, explaining ReplicatedVar
2 Years Ago
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2 Years Ago
Merge Main -> misc_fixes_feb23