143,568 Commits over 4,413 Days - 1.36cph!
Change the RPCs for elevator
- reimplement old -1,+1, bottom, top with relative & absolute floor parameteters
- implement new target floor with absolute floor parameter
merge from fix_industrial_efurnace_io_port
fix industrial electric stove ports, by making new io subent variant.
changed the reskinning logic to work with new io subent (copied from computer station)
Merge from powerplant_powergrid
Separate out settings for requiring power to be functional and having different stats with power on recycler
Start adding support for elevators to go to a specific floor instead of being limited to -1, +1, bottom, top)
- send lift of floors available in the elevator shaft so the client can create a radial menu
rebuilt industrial auto turret as prefab variant , still needs lods of ent toggle cover
tweaked turretmountpoint on bow entities
Removing duplicate anims from player animator - delicate process so doing in stages
Sized down because not used.
Industrial furnace lighting & material stuff.
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update apartment_complex_monument/prototype
Fix interior apartment doors showing the room number on the door when they weren't the front foor of the apartment
Fix apartment doors having a TMP submesh inside causing errors at runtime
industrial garage door;
- Assign panner chain material to busy state model
Fixing skinning and position offset for industrial door LODs
industrial garage door;
- created panner material for the chain
Adding extra chain material for industrial garage door
Merge from main
Conflicts on sphere_tank scene, chose PlayerMaintainedMonuments version. Will redo changes from main
setting up 3p M16a2 anims
disable_ping_estimation_again -> main
Turn off ping estimator again. Will prevent ICMP tranmssion errors on some Windows Servers. Unix is unaffected.
merge from drawcolliders_improvements
Fixed skinning for industrial garage door
Extracted item/skins info from the item modal into its own component
Added skin info to fullscreen skin viewer
Subbing industrial torch burst cloth mat(missed from my last checkin)
merge from barrel_conveyor_fix
Fix forceShowInConveyorFilters not overriding redirect check
Show industrial barrels too
Merge from indirect_instancing
merge from workshop_emission_fix_again
Add WorkshopEmissionToggle to basic furnance
Add guard in EmissionToggle to not work while in the workshop (breaks emission colour selecting)
Added workshop emission controls for miner hat, fix error with miner hat in workshop not displaying player model
Adjusting mannequin position to fix feet clipping
Industrial Autoturret - Updated LOD0 with individual shield piece for bow support
merge from spraycan_reskin_refactor 🎨
Updating mannequin skinning
Refactored the entire method / file now that reskinning is feature complete and all on the new system
Clear steps, organized validation logic, comments, ripped out redundant stuff, etc.
Allow reskinning while noclip flying
Tank top mesh update to reduce clipping with pants