195,819 Commits over 4,110 Days - 1.99cph!
shipping container building skin parts models wip
Added a filter pass and filter fail electrical output to the conveyor, the appropriate output will have 1 power for 5 seconds when the filters current state changes
Conveyors will now draw equally from all of their connected inputs (eg. a single conveyor will now pull from all 3 combiner inputs equially instead of exhausting one and then moving to the next)
Only allow changing an autoturret's RC identifier if the other settings can be changed too
Don't let conveyors pull through another type of industrial storage
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
Don't be a dummy and format yaml correctly
Exit SteamCMD after uploading to steam
Two items missed from previous commit
Make appframework depend on togl on macOS properly actually
Make appframework depend on togl on macOS properly
Download artifacts to correct path
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