198,897 Commits over 4,140 Days - 2.00cph!
WIP better directional display when in TC range on pipes
Fixed scroll direction on industrial pipes when holding pipe tool in TC range
Fixed xylobones C4-B4 pitch shift being 0.9 instead of 0.5
Fixed bass guitar incorrect wav file naming on B2, C3, and C#3. Assignments still need updating.
▋▊▆▄▍▄▆▊ █▋▊▆▄▌▍▄, ▊▄▇▆▇ ▌▆▉▌▇▄ ▄▄▅▉▊ █▋▊▅▌ ▉▊ ▊▍█ ▋▆▇▌ ▉█▄▋ ▉▄▌▆▍ ▍▇▊▆▉▄▅ ▉▆▅▄▌▆▅
Prop Spawn effect doesn't break other RenderOverrides
Clean up game .vpc scripts
Folder placement fixes
Added Panel:SetTextSelectionColors for RichText panels
Also made Panel:SelectAll/SelectNone/CutSelected/CopySelected work on RichText
Also rearranged panel-specific functions to be closer together (should probably be separate file)
Do not reset lua_error_url to empty string anymore
Fix for light proj params shader const not being updated when shadows are off
Merged the geometry of room modules
Merged wall and floor meshes to fix flickering pixels against bright sky
Default scr_centertime to 5
Fixed certain old addons failing to extract with steamworks.DownloadUGC
Should also improve memory usage during extraction.
Fixed a crash on malformed maps to do with overlays on displacements
remove .md from LFS
Update TTT
Language files
Remove non existent arguments from SetNWInt
Removed adding CameraUpdateHook on MainCamera.Awake() due to duplicates during testing => added directly to MainCamera.prefab instead
- Only log client performance when in server
- Reuse lists
Finished procedural bunker dressing
baseline furnace balance pass
fixed/improved electric furnace bounds, volumes, collider
Rearranged more stuff to be sent from main thread & fixed some fields being set twice
Full game manifest update
Fix conveyor filter scroll not behaving correctly with 12 filters assigned
Refactor a bit so multiple people can connect to RC entities at the same time
Only one player will receive control over RC entities which can be controlled though
Computer station UI will show if you are in 'viewing only' mode when someone else has control
Fix compile errors in different build modes
Better fix for the splitter > crafter blueprint scenario
Remove IRemoteControllable.Occupied
Pass the playerID to IRemoteControllable.StopControl so entities can know who stopped accessing it
Some comments
Hacky solution to fix issue where a conveyor is hooked up to a splitter and then connected to both of a crafters inputs (will attempt a better fix next)
Reworked lights on the industrial crafter
Event light test group for the Storage Adapter
Bunch of various texture optimization & related mats.
Can rotate the combiner and splitter
Test physics cube updates
Conveyor and crafter frequencies are now controlled by convars (Server.conveyorMoveFrequency and Server.industrialCrafterFrequency)
Defaults to 5s each
Enable Ragdoll layer parenting on trains
Better ease in/out on the item icons on the conveyor screen
Combiner, splitter deployment volume tweaks
Added a few basic network-synced physics entity cubes for my testing
Fixed first output slot of large furnace not getting detected by conveyor
Fixed not being able to place items in the first input slot of the electric furnace
Can no longer clip the conveyor through an already placed wall
Merge Main -> PhysicsLayerRevamp
Fixed pipe colour not being properly applied when deleting a connection and making a new connection with a different colour
Merge ItemDropCollision -> PhysicsLayerRevamp
Fixed category filters only working if they had a max value assigned