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137,535 Commits over 4,474 Days - 1.28cph!

Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
added more gibs to collapsed debris monument blocker
Yesterday
Switch cooldown to use game hours not real minutes. Switched it to a range (satellite.cooldown_hours_min to satellite.cooldown_hours_max) and set it to 12-16 hours.
Yesterday
Merge: from fix_app_turretcontrol - No changes, just plastic history graph cleanup
Yesterday
Increase descent time from 5 minutes to 10 minutes.
Yesterday
Remove old placeholder gibs (heli stuff) code and prefabs.
Yesterday
Merge: from main
2 Days Ago
added new jukebox lowpoly
2 Days Ago
Upgrade "prefab not found in any asset scenes" log to a warning
2 Days Ago
merge from main
2 Days Ago
Switch ItemAmount to ItemAmountRanged for computer powerup cost list. Powerup cost is now 6-12 tech trash instead of a constant 10.
2 Days Ago
updates to new station blockouts
2 Days Ago
Bump thruster distance from 100 to 200
2 Days Ago
Randomise nudge direction when tightening radius, don't just use thruster directions, and vary (and increase) the direction moved.
2 Days Ago
Pick a random spot on the map for initial target location when taking control of a satellite instead of starting near the control computer.
2 Days Ago
Merge from PMM
Rin
2 Days Ago
merge from main
2 Days Ago
Merge from gas_station_maintainables
2 Days Ago
Merge from rustnav_draw_fix
2 Days Ago
Fixed location of ids
2 Days Ago
Fix missing tile ids and dynamic navmesh support
2 Days Ago
Fixed fuel pump amounts - they were being clamped and calculated incorrectly Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
2 Days Ago
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
2 Days Ago
Merge from terrain_renderer
2 Days Ago
merge from fix_second_hotbar -> main
2 Days Ago
Merge from main
2 Days Ago
Remove warning spam from hole renderer
2 Days Ago
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher Test fails for now
2 Days Ago
Fix not being able to drag icons into the bottom row of the main inventory (second hotbar) due to the main inventory being rendered on top of the hotbar
2 Days Ago
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
2 Days Ago
Tripled crude oil production rate at dome Each pump should produce around 1600 crude over the whole 10 minutes
2 Days Ago
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
2 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
2 Days Ago
Fix keybinds showing under the second hotbar
2 Days Ago
merge from fix_highwall_decay_delay -> main
2 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
2 Days Ago
Fixed lighting over time logic.
2 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Days Ago
Allow IO entities to set custom min/max slack levels when creating connections with that entity Setup minimum wire slack level for connecting to powerline poles
2 Days Ago
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2 Days Ago
Burst compile these jobs in builds, shouldn't have issues with it anymore
3 Days Ago
merge from water_treatment_plant_maintainables
3 Days Ago
re-order component placement to fix road terrain creating issues with pipes
3 Days Ago
stronger terrain adjusting on water pipes
3 Days Ago
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
3 Days Ago
Tightened up anchors for cliff_hills_large_f
3 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Days Ago
Setup powergrid stage indicators on the new fuseboxes at powerplant Adjusted fusebox positions S2P powerplant
3 Days Ago
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain