201,319 Commits over 4,171 Days - 2.01cph!
Scene backup.
Mat tweaks for turbine FX.
Refactor missions protobufs so instance data is in a separate ,optional message
Only save mission instance data if the mission is in progress
Fix raycast used to prevent positions from being inside rocks
merge from main -> rust_metrics
Fixed auto refresh on effects causing errors
Fixed potential error in base_gmodentity:GetOverlayText
(Community Contribution)
Merge branch 'main' into prerelease
load/unload functionality
Fixed auto refresh on effects causing errors
Fixed potential error in base_gmodentity:GetOverlayText
(Community Contribution)
Industrial crafting costs in line with electricity costs
Fixed furnace research cost 500scrap
Add some logic into position generators to reroll if the position is occupied by an entity, and move it up to avoid being inside rocks
Fix possible NRE when a mission (incorrectly) has null identifiers (and filled in identifiers in fisherman tackle)
mirrored train tunnel entrance (entrance_c)
some more set dressing/cover pass
DoPrepare many doors that, despite running DoPrepare on the entire project, didn't update. Yes, I call SavePrefabAsset. :(
merge from main (Staging wipe)
merge from door_unlock_fix
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
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.
Depth shaders support for cutout, transparency and terrain holes
Added vehicle checkers to the three basic doors
Added a limit to how many whole stacks a conveyor move in a single tick (defaults to 6, exposed via server.maxItemStacksMoverPerTickIndustrial)
Fixed regression with minimum item count filters not being respected
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industrial deployable deploy sounds
Comment only, explaining ReplicatedVar
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Merge Main -> misc_fixes_feb23
Merge SofaS2P -> Save233 except... without the S2P part because Plastic can't handle the merges. I'll re-do them manually.
Show "open door" as default option rather than "change lock" when in building blocked
Don't open "change codelock" ui right after entering in a code
NRE fix in mission validation
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)
Merge from main -> door_unlock_fix
Refresh slot ammo details.
Bunch of refactor/cleanup.
merge from server_favourite_fix
build_inside_check is now enabled by default
Remove spawnicons that do not belong in the base game
(they are from one of my addons, oops)
Updated language files
Merge branch 'main' into prerelease
Remove spawnicons that do not belong in the base game
(they are from one of my addons, oops)
Updated language files
adding town square wip model and textures for sidewalk_c set
compound progress backup