121,692 Commits over 4,048 Days - 1.25cph!
Clamp aim direction when controlling an autoturret
Filters will now accept redirect items if the filtered item is the base item (eg. filtering for hazmat will now accept arctic, spacesuit, etc)
Copy the item search consolidation from the default_blueprint branch
Fixed not being able to delete some entries in a filter with lots of entries
Remove Debris layer from TrainTriggerParent. Other vehicles already have it off. Dropped items behave better when not parented (and are still kept somewhat in place by friction).
First pass on locker compatibility with storage adaptor
Add client predicted aiming for RC controlled autoturret
Fix not being able to filter by default blueprints (eg. gun powder)
Added Graphics.disableParticleLod
Added Graphics.disableAnimatorLod
Can now place storage adaptors on deployable oil refinery
Fixed conveyors not properly respecting oven input/output slots
Conveyors will now stop searching an IO branch when they encounter a storage adaptor, even if the storage adaptor has no valid items
Added ColliderInfo scripts to the colliders on all WorldModels that didn't have one. Set it to automatically happen in DoPrepare. Settings: Usable + Opaque. Removed the slow code in This replicates the previous behaviour of being on the Debris layer (while still letting them collide with vehicles now).
Better fix for storage adaptor getting blocked by prevent building volumes on the entities that it's being attached to - manually exclude entities from the DeployVolume on the storage adaptor
This fixes not being able to place adaptor on vending machine
Adjusted the adaptor positions on the large furnace
Fixed conveyor having a slight offset off the wall
Fixed being able to stack conveyors
Server projectiles like rockets now respect ColliderInfo (previously ignored it)
Fixed not being able to place storage adaptors on large furnace, added three extra points so adaptors can be placed on all sides
Fixed storage adaptor not working on coffin
Add ColliderInfo component to the collider on dropped items so that bullets and melee still passes through. This is rather slow (~0.5ms per item to add it) so I'll change this later to have the ColliderInfo already on the items. Just testing for now.
Fixed not being able to deploy storage adaptor on electric furnace
Fixed edge case where industrial crafter would continue to craft even if there were no valid output slots
Crafted items will now drop in the world in front of the crafter as a last resort
Moved item drops to the Ragdoll layer (will add handling to have them act the same as they did on the Debris layer, i.e. bullets etc passing through)
Procedural bunker modules
Two items missed from previous commit
NetRead and NetWrite use less space while pooled
Merge from main -> rust_metrics
set scale override for the four overly massive items
Added support for weapon scaling when mounted
Placement behaviour tweak
Decryption is running in its own thread (separate from network thread) -- this allows us to add multiple decryption threads in the future
EACServer uses ConcurrentDictionary to manage its client IDs
Fixed a case where conveyors wouldn't properly update their electrical branch when their power state changes
Fix item transfers not being able to fill up existing stacks in target containers
More responsive wrench hit animation when placing pipes
Split Debris layer into StaticDebris and PhysicsDebris. Will allow us to have physics-based entities like dropped items collide with other physics objects like vehicles, while still letting vehicles drive through small bushes and so on that are on the debris layer for the purpose of being able to be passed through.
Add Harvestable layer to the sky dome world light
Conveyors can now filter by components (not currently localised, will need to search for "components" regardless of language until phrases are rebuilt)
Let the camera actually see my Harvestable layer
Move all the SocketMod_PlantChecks to the Harvestable layer
Fixed searching for categories when setting up filters using a non-translated string