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

2 Years Ago
Redo sofa S2P changes
2 Years Ago
Merge SofaS2P -> Save233 except... without the S2P part because Plastic can't handle the merges. I'll re-do them manually.
2 Years Ago
Cleaner cockpit scheme
2 Years Ago
Show "open door" as default option rather than "change lock" when in building blocked
2 Years Ago
Don't open "change codelock" ui right after entering in a code
2 Years Ago
NRE fix in mission validation
2 Years Ago
Make entity spawning for missions optionally lazy/deferred Mission objectives can now list entity identifiers they depend on to make them spawn when started Fix MissionEntity component not being restored + set up when loading a save Add validation to check for duplicated position/entity identifiers, and for missing entity identifiers (which are now required)
2 Years Ago
Merge from main -> door_unlock_fix
2 Years Ago
Refresh slot ammo details. Bunch of refactor/cleanup.
2 Years Ago
merge from main
2 Years Ago
merge from server_favourite_fix
2 Years Ago
compound progress backup
2 Years Ago
More mission validations
2 Years Ago
build_inside_check is now enabled by default
2 Years Ago
adding town square wip model and textures for sidewalk_c set compound progress backup
2 Years Ago
merge from multiple_loot_wagons
2 Years Ago
LootWagon Loot E and D
2 Years Ago
merge main to multiple_loot_wagons
2 Years Ago
Add some validation logic into the BaseMission editor to highlight possible issues with the configurations
2 Years Ago
Fixed diffusion profile asset inspector
2 Years Ago
Progress backup
2 Years Ago
More server build bullshit
2 Years Ago
load/unload wip/tests
2 Years Ago
fixing out of grid snap layers in compound post move
2 Years Ago
fixed Windmill IO connections don't work when close up
2 Years Ago
Fixed Fireplace cooking speed
2 Years Ago
S2P bandit_town, compound Fixed respawning inside reclaim on softcore gamemode
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
cobblestone road models texturing removed old level and moved new in place static decor version of tombstones without cobwebs
2 Years Ago
merge from main
2 Years Ago
Merge from main
2 Years Ago
Merge from industrial
2 Years Ago
Refactored the filter pass/fail process to take into account minimum amounts across multiple containers, this will now abort any further item movement calculations if the filter cannot be satisfied which should improve performance for conveyors that have no valid outputs Note: the filter fail/pass calculation only takes into account inputs, not outputs, so it's possible for the filter pass to be true but no item transfers taking place due to no valid slots in the outputs or the maximum count being reached in the output
2 Years Ago
Merge Main -> Experimental. Misc minor fixes.
2 Years Ago
Lowered NoPlayerZone on modular car lift
2 Years Ago
Subtract 78607, let's find a better way
2 Years Ago
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2 Years Ago
Fixed Blackjack table and seat being marked as isMobile. Fixes hold-to-dismount being active on blackjack.
2 Years Ago
Filter pass output on conveyor will no longer pass through a success if no transfer occurred
2 Years Ago
Lazy evaluation for mission point generators Fix blocked points not restoring when loading from a save
2 Years Ago
Enable pipe block behaviour on triangle roof Fix pipes getting incorrectly cleared due to blockages when loading
2 Years Ago
Merge from main
2 Years Ago
Merge from industrial
2 Years Ago
Fixed industrial crafter not fully filling the final item slot when crafting
2 Years Ago
Fix electric furnace material not lighting up properly
2 Years Ago
Scene backup. Various material & texture params and tweaks.
2 Years Ago
Move electric furnace to electrical category Fixed case where crafter would become uninteractable if an entity connected to it changed IO state
2 Years Ago
Allow choosing what a PositionGenerator is relative to (player/provider/other position) Add a property drawer for PositionGenerator to hide fields which arent relevant for the given settings
2 Years Ago
merge from main