reporust_rebootcancel

126,657 Commits over 4,109 Days - 1.28cph!

2 Years Ago
merge from door_unlock_fix
2 Years Ago
Shrink the new physboxes I added to doors to less than the width of the doors, so that they can't be triggered unless the door is actually animating into the thing
2 Years Ago
Doors now only activate their vehicle detection for the exact length of the open or close animation, instead of a fixed four seconds. Fixes some issues. Ran DoPrepare on all to save the door animation times to the door prefabs.
2 Years Ago
Depth shaders support for cutout, transparency and terrain holes
2 Years Ago
Added vehicle checkers to the three basic doors
2 Years Ago
Merge from industrial
2 Years Ago
Typo fix
2 Years Ago
Added a limit to how many whole stacks a conveyor move in a single tick (defaults to 6, exposed via server.maxItemStacksMoverPerTickIndustrial)
2 Years Ago
Fixed regression with minimum item count filters not being respected
2 Years Ago
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2 Years Ago
industrial deployable deploy sounds
2 Years Ago
Comment only, explaining ReplicatedVar
2 Years Ago
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2 Years Ago
Merge Main -> misc_fixes_feb23
2 Years Ago
Redo sofa S2P changes
2 Years Ago
Merge SofaS2P -> Save233 except... without the S2P part because Plastic can't handle the merges. I'll re-do them manually.
2 Years Ago
Cleaner cockpit scheme
2 Years Ago
Show "open door" as default option rather than "change lock" when in building blocked
2 Years Ago
Don't open "change codelock" ui right after entering in a code
2 Years Ago
NRE fix in mission validation
2 Years Ago
Make entity spawning for missions optionally lazy/deferred Mission objectives can now list entity identifiers they depend on to make them spawn when started Fix MissionEntity component not being restored + set up when loading a save Add validation to check for duplicated position/entity identifiers, and for missing entity identifiers (which are now required)
2 Years Ago
Merge from main -> door_unlock_fix
2 Years Ago
Refresh slot ammo details. Bunch of refactor/cleanup.
2 Years Ago
merge from main
2 Years Ago
merge from server_favourite_fix
2 Years Ago
compound progress backup
2 Years Ago
More mission validations
2 Years Ago
build_inside_check is now enabled by default
2 Years Ago
adding town square wip model and textures for sidewalk_c set compound progress backup
2 Years Ago
merge from multiple_loot_wagons
2 Years Ago
LootWagon Loot E and D
2 Years Ago
merge main to multiple_loot_wagons
2 Years Ago
Add some validation logic into the BaseMission editor to highlight possible issues with the configurations
2 Years Ago
Fixed diffusion profile asset inspector
2 Years Ago
Progress backup
2 Years Ago
More server build bullshit
2 Years Ago
load/unload wip/tests
2 Years Ago
fixing out of grid snap layers in compound post move
2 Years Ago
fixed Windmill IO connections don't work when close up
2 Years Ago
Fixed Fireplace cooking speed
2 Years Ago
S2P bandit_town, compound Fixed respawning inside reclaim on softcore gamemode
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
cobblestone road models texturing removed old level and moved new in place static decor version of tombstones without cobwebs
2 Years Ago
merge from main
2 Years Ago
Merge from main
2 Years Ago
Merge from industrial
2 Years Ago
Refactored the filter pass/fail process to take into account minimum amounts across multiple containers, this will now abort any further item movement calculations if the filter cannot be satisfied which should improve performance for conveyors that have no valid outputs Note: the filter fail/pass calculation only takes into account inputs, not outputs, so it's possible for the filter pass to be true but no item transfers taking place due to no valid slots in the outputs or the maximum count being reached in the output
2 Years Ago
Merge Main -> Experimental. Misc minor fixes.
2 Years Ago
Lowered NoPlayerZone on modular car lift