136,088 Commits over 4,444 Days - 1.28cph!
Fixed furnace power PowerConsumption = 3
fixed conveyor volume not equal on top and bottom
Don't include default ammo in ammo list if you don't have any.
Restore UI and manifest after merge.
Fix accidental file change commit
re-disable fishing_village c xmas decor
merge from save233 - minor changes
Metal gib sfx for crafter, combiner, splitter, adaptor and conveyor
Revert some angle calculation changes from the code review in the pipe mesh generator as it was causing artifacts
Show the too many inputs warning if the conveyor is at the limit, rather than beyond the limit
Fixed directional overlay materials not getting reapplied to pipes when changing the colour of a pipe
Fixed incorrect gib sfx for stone triangle floor frame + ramp
Added Copy/Paste/Discard Changes/Apply buttons to conveyor filter dialog
Merge Main -> Attack Helicopter
Added a "Too many outputs" and "Too many inputs" HUD warning when looking at a conveyor with too many inputs/outputs (the limit is 16)
Requires TC auth and player holding wire tool
Can now rotate conveyor when placing
Fixed conveyor passthrough getting disrupted when changing an industrial connection
Fix blueprint filters not working (regression)
Containers can no longer deposit items into the same container that they have extracted the item from
Merge Main -> Misc Fixes Feb 23
Iteration on engine & lighting.
Nuclear missile silo LOD/COL progress
Remove the old LootWagonOptions prefabs
Scene backup.
FX meshes & related files.
compound graffiti models/textures/prefabs
compound topologies painting
update to slide back anim mask settings
adding hurt volumes to compound walls barbed wire
reload/unload weapon ammo sounds
merge from save233 - minor fixes
Increase maxItemStacksMovedPerTickIndustrial default to 12
Only apply the maxItemStacksMoverPerTickIndustrial convar per container
Fix mission scriptable object preview rendering wrong in the object picker (can't use EditorGUILayout for it)
Also seems to have fixed the inspector preview not being resizable
Rename the conversation condition type enum members so Unity renders them nicer
Expanded the action string stuff in the dialogue editor so templates can be specified
Allow selecting type 'assign mission' which shows a field for the BaseMission so it generates the correct action string internally
Also made this backwards compatible to not break existing conversations
Allow specifying mission conditions in the dialogue editor using a reference to the mission asset instead of copy pasting its ID in
Keep it backwards compatible to not break existing conversations