195,819 Commits over 4,110 Days - 1.99cph!
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
Increased maximum number of filters on a conveyor to 12 (was 5)
Fixed item conveyors always draining battery even if they are off
Slot naming improvements
Merge Main -> PhysicsLayerRevamp
Merge Main -> misc_jan_23
Conveyors now split their results evenly if they detect a splitter instead of waiting for a container to fill up before moving onto the next container
Note that when using a minimum filter setting this will split the desired move amount between the various containers
Merge misc_jan_23 -> Main
Fixed storage adaptors/crafters not getting parented properly after previous change
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Switched from using the slot system to the socket system for placing industrial crafter/storage adaptor
This allows us to have multiple mount points for these entities
Added extra points where the storage adaptor can be attached to boxes for easier base building
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Fixed pipe viewmodel not getting clothing assigned
Fix exception when setting a Min/Max value on a conveyor to an empty string
Removed item crafting logs
Turn on/off interaction on crafter is now default option if powered
Applied changes on the road sign overhead gantry
Fix pooling error when multiple furnaces share the same loot panel
Added missed pieces to road safety barriers
Set up RC logic on autoturret
Make use of IRemoteControllable.Occupied to only allow one player to control drones/autoturrets at a time
Merge from main -> rust_metrics
Fix loop typo & serialize objects as objects instead of strings
Final'ish bullet parameters for all physicsmats.
Additive explosive WIP.
Related mat tweaks.
Refactor computer station so bookmarks only remember the camera identifiers (no more entity IDs)
Fixes drone bookmarks not working after picking up and redeploying it
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IRemoteControllable changes to use playerID instead of BasePlayer instances
Implement CanControl on Drone so only one player can control it at a time
Fix flags for chmod on osx
Merge chmod steps to 1
Update buildserver_info.txt
Iterated on stone&glass impacts for the new meshes.
Scene backup
Only allow picking up when not flying
Pick up will save the RC ID in the item, deploy will restore it
macOS compile fixes
Improve linux builds when cleaned up
Add instructions about how to set up build server
Testing fitting a plane to the ocean surface based on given control points, then using that to orient the boat.
last of the weapon configs.