121,644 Commits over 4,048 Days - 1.25cph!
Encryption support (forgotten file)
shipping container building skin parts models wip
Reworking minimum transfer mode - when this is used the exact minimum amount will be transferred from a container (eg. a conveyor is told to transfer wood in 100 minimum increments, if that conveyor sees 140 wood in the input it will move 100 wood and then stop)
Fixed minimum move mode not working with category filters
Scene backup
Organized some files in the messy effects folder
Revised metal impacts. Sparking occasionally instead of always.
Apply more stuff from main thread & add session id
Setup Matt's improved gib models.
Disable networkCache for codeLocks to avoid "pooling errors"
Attempt to fix ModularCarGarage.FixedUpdate NRE
Optimized the conveyor screen process to dramatically cut down the number of RPC's required now that we are sending multiple items in a single tick
Adjust adaptor position on electric furnace
Grab hardware info on main thread & fix analytics not sending on client
Allow default items to be researched in the Research Table for 10 scrap
Add a warning explaining that this is only needed for industrial crafting
Cherrypicked reworked oil rig textures
Nuclear missile silo room and dressing progress
Baseline (disabled by default)
Bunch of cleanup, refactor and optimisations.
merge from lunar_newyear_23
Changed LODs of the road safety barriers
Placement checks can now ignore a specific mounted weapon (for swapping).
If swapping a weapon with a larger weapon, try and fit it in surrounding space if possible, otherwise don't allow swap.
Refactor best placement calc
First pass on a new "default industrial blueprint" item that can be created cheaply and modified after crafting to point to a different default item (primitive items, dlc items, etc)
This blueprint can't be learned by the player but can be inserted into an industrial crafter to allow crafting of default blueprint
Activated the purpose of all this: Now letting ragdolls collide with vehicles.
Finished converting the roughly 6 billion harvestables that were using the ragdoll layer. "We do these things not because they are easy, but because we thought they'd probably be easy." - John F. Kennedy
Merge from industrial/multi_slot
Fixed conveyor On/Off interaction sometimes not appearing
New Harvestable layer. Switched growable/harvestable/collectable stuff and scripts to use it. Still WIP switching them all as there are many prefabs.
Added a blueprint out industrial slot on the crafter
PropRenderer now using AI layer instead of Player_Model_Rendering
UIPlayerPreview - Use AI layer mask instead of the now-gone Player_Model_Rendering
First pass on being able to map multiple industrial slots to different inventory ranges on a single entity
Allows a separate industrial slot to allow access to the blueprint slot on the crafter
New gib meshes.
Scene backup.
Increased backtrack count for water entity drain calculations, allows longer networks and fixes some issues
Physicsmat impacts iteration & related files.
Fixed rowboat dismount check errors
Made rowboat LOD culling less aggressive