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106,688 Commits over 3,836 Days - 1.16cph!

1 Year Ago
NRE fix in mission validation
1 Year 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)
1 Year Ago
Merge from main -> door_unlock_fix
1 Year Ago
Refresh slot ammo details. Bunch of refactor/cleanup.
1 Year Ago
merge from main
1 Year Ago
merge from server_favourite_fix
1 Year Ago
compound progress backup
1 Year Ago
More mission validations
1 Year Ago
build_inside_check is now enabled by default
1 Year Ago
adding town square wip model and textures for sidewalk_c set compound progress backup
1 Year Ago
merge from multiple_loot_wagons
1 Year Ago
LootWagon Loot E and D
1 Year Ago
merge main to multiple_loot_wagons
1 Year Ago
Add some validation logic into the BaseMission editor to highlight possible issues with the configurations
1 Year Ago
Fixed diffusion profile asset inspector
1 Year Ago
Progress backup
1 Year Ago
More server build bullshit
1 Year Ago
load/unload wip/tests
1 Year Ago
fixing out of grid snap layers in compound post move
1 Year Ago
fixed Windmill IO connections don't work when close up
1 Year Ago
Fixed Fireplace cooking speed
1 Year Ago
S2P bandit_town, compound Fixed respawning inside reclaim on softcore gamemode
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
cobblestone road models texturing removed old level and moved new in place static decor version of tombstones without cobwebs
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
Merge from industrial
1 Year 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
1 Year Ago
Merge Main -> Experimental. Misc minor fixes.
1 Year Ago
Lowered NoPlayerZone on modular car lift
1 Year Ago
Subtract 78607, let's find a better way
1 Year Ago
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1 Year Ago
Fixed Blackjack table and seat being marked as isMobile. Fixes hold-to-dismount being active on blackjack.
1 Year Ago
Filter pass output on conveyor will no longer pass through a success if no transfer occurred
1 Year Ago
Lazy evaluation for mission point generators Fix blocked points not restoring when loading from a save
1 Year Ago
Enable pipe block behaviour on triangle roof Fix pipes getting incorrectly cleared due to blockages when loading
1 Year Ago
Merge from main
1 Year Ago
Merge from industrial
1 Year Ago
Fixed industrial crafter not fully filling the final item slot when crafting
1 Year Ago
Fix electric furnace material not lighting up properly
1 Year Ago
Scene backup. Various material & texture params and tweaks.
1 Year Ago
Move electric furnace to electrical category Fixed case where crafter would become uninteractable if an entity connected to it changed IO state
1 Year 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
1 Year Ago
merge from main
1 Year Ago
Fixed water system not updating properly in edit mode
1 Year Ago
Added explicit shadow cache blur
1 Year Ago
Fix pivots getting abandoned
1 Year Ago
Client visual refresh now only updates/spawns/destroys weapons for changed slots, not everything.
1 Year Ago
Emissive texture. Scene backup.