121,698 Commits over 4,048 Days - 1.25cph!
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
Can now move wood to fuel slots on furnaces via conveyor
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
Make sure the CCTV resyncs its angles on the client to match the server in case they somehow desync
Added ability to disable client analytics from manifest
Added lowest & highest percentile of fps + more stats
Changed to new analytics url
Client predicted pan/tilt for CCTV cameras from computer station
Procedural bunker dressing progress
Calculate and use delta time between server ticks for autoturret lerping (because it uses invokes instead of update)
Add RealTimeSinceEx for similar functionality with extended precision
Remove external viewer flag logic from CCTV (unused)
incorrect prefab link fixes, fixed a gap on half wall
Construction grade scripts for skins redo - must have been lost in the previous merge
wip auto center and pivot calc, bounds, rotation
Improvements to spring test
Added 1 second timeout to all AutoResetEvent.WaitOne calls (large enough to notice something is wrong, but never deadlock)
Ensure everything is cleaned up / reinitialized after disconnect / reconnect
some left over changes to adobe stairs L and U
Added welding and digital display board to road sign overhead gantry
shipping container building skin parts models wip