122,043 Commits over 4,048 Days - 1.26cph!
Merge SofaS2P -> Save233 except... without the S2P part because Plastic can't handle the merges. I'll re-do them manually.
Show "open door" as default option rather than "change lock" when in building blocked
Don't open "change codelock" ui right after entering in a code
NRE fix in mission validation
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)
Merge from main -> door_unlock_fix
Refresh slot ammo details.
Bunch of refactor/cleanup.
merge from server_favourite_fix
build_inside_check is now enabled by default
adding town square wip model and textures for sidewalk_c set
compound progress backup
merge from multiple_loot_wagons
merge main to multiple_loot_wagons
Add some validation logic into the BaseMission editor to highlight possible issues with the configurations
Fixed diffusion profile asset inspector
More server build bullshit
fixing out of grid snap layers in compound post move
fixed Windmill IO connections don't work when close up
Fixed Fireplace cooking speed
S2P bandit_town, compound
Fixed respawning inside reclaim on softcore gamemode
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cobblestone road models texturing
removed old level and moved new in place
static decor version of tombstones without cobwebs
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
Merge Main -> Experimental. Misc minor fixes.
Lowered NoPlayerZone on modular car lift
Subtract
78607, let's find a better way
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Fixed Blackjack table and seat being marked as isMobile. Fixes hold-to-dismount being active on blackjack.
Filter pass output on conveyor will no longer pass through a success if no transfer occurred
Lazy evaluation for mission point generators
Fix blocked points not restoring when loading from a save
Enable pipe block behaviour on triangle roof
Fix pipes getting incorrectly cleared due to blockages when loading
Fixed industrial crafter not fully filling the final item slot when crafting
Fix electric furnace material not lighting up properly
Scene backup.
Various material & texture params and tweaks.
Move electric furnace to electrical category
Fixed case where crafter would become uninteractable if an entity connected to it changed IO state
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