106,688 Commits over 3,836 Days - 1.16cph!
Update ExtendedScriptableObjectDrawer to prompt to embed for a few missed paths
Add a new mission objective script to mount a type of entity
Added detail layer blend type drawer w/ channel flags (testing)
Box filtering for less light bleed.
Cockpit_Em texture tweak for the gun turret.
Reworked cockpit damage FX to not need collision planes.
Write and read normal along with depth
Refactor objectives to use uint identifiers instead of strings so tracking them doesn't require allocations
Update AcquireItem and Harvest objectives to use ItemDefinition references instead of copy pasted item short names
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Round to nearest int not lowest int, for smoother placement
less confusing calculation function
only show rotation UI for items with config
Fixed several errors during demo playback
Initial support for an inverse mode for conveyor filters, uses the filter list as a list of items to ignore and accept everything else
Doesn't have support for min and max filter options
Harcoded on right now, needs some UI work
Basic working camera and monitor
Improvements to attack heli ground control
New ground driving system for helis without wheels. Works better for skis than the invisible wheels I had before
Fixed name on dropbox storage adaptor socket (wouldn't have been an issue in built client + server)
Grounded check for helis with no wheelcolliders, ground control changes
Fixed case where minimum amount transfer wouldn't begin if amounts were spread across multiple stacks
Fixed case where minimum amount transfer would send too many items if there were more items available in the same tick
Fixed electric furnace consuming power while off
Fixed being able to pickup locker while storage adaptor is attached
Restored attack heli ground control, but at a reduced amount
NPCs can specify separate SoundDefinitions to use for idle footsteps
NPC idle foosteps are occludable
Set up horse idle footsteps
Fixed scrap heli being on fire all the time
Motion inheritance progress
Mat vertex displacement fix
In flight emission-over-time damage stuff WIP
merge from main -> door_unlock_fix
setup some test weapon configs for rotation
tweaking perimeter wall for flush placement around garages
SmallScope remake
models, textures and material setup