branchrust_reboot/main/industrialcancel
387 Commits over 273 Days - 0.06cph!
Don't allow inserting fuel into electric furnace
Fixed pickup/repair targets
Fixed IO connection points on electric furnace
Make crafter loot panel a prefab, not S2P
Fixed directional lines not working on pipes
More crafter prefab setup
Added support for industrial pipes having ridge sections at distance intervals
Apply icon material and LOD settings to conveyor
Added a UI warning when inserting blueprints into an industrial crafter that's attached to a workbench at an invalid tier
Update to industrial conveyor module mesh
- fixed holes in mesh (where pipes would cover but would be exposed without pipes)
- updated LODs (gibs were already fixed)
Disable bounds check from earlier, it marks a bunch of stuff as changed incorrectly
Gib setups
Storage Adaptor prefab setup
Conveyor setup, icons, etc
Running RecalculateBounds now marks a prefab as dirty in the prefab editor
updated industrial crafter module
- split lights off to their own uv to control progress bar
- updated lods
- updated prefab
- added textures and materials for the lights
(this may change if/when we get a fix for the standard shader uv1 offset settings)
set texture import resolution for crafter texture properly
Splitter fbx file that got missed out for some reason
Added LODs to all modules
Added GIBs to all modules
- updated prefabs with LOD'd meshes
Moved meshes into appropriate folders
zeroed transforms on 3 industrial assets
- sorry jarryd, i swear it doesn't always happen.
Industrial splitter setup
Industrial crafter prefab setup, icons, etc
Added Adapter Mesh
- override old mesh
- moved mesh to 'Models' folder
- Added LODs
Added materials and textures
Updated deploy prefab
added industrial crafter model and lods
- pipe entry points are slightly longer to coincide with concept.
Added textures and materials
Updated prefab with new mesh
- removed old temp mesh
Updated industrial splitter mesh
- fixed shader issues
Added textures and setup material
Replaced current splitter mesh with new mesh in prefab.
- updated prefab (Jarryd will have to go through this)
Added new version of the splitter model
+ LODs
Just need to texture it now.
Show the power costs of the conveyor and crafter in the inventory
Fixed incorrect click boxes on item search widgets (will affect vending machine admin panel as well)
Add support for a different material to apply to the extruded parts of the pipe
Add a tiling UV pattern to the pipes
Refactor filter data to support extra information
Add the ability to stop transferring items once a target output has more than X number of that item
Fixed conveyor making stacks bigger than the maximum allowed stack for some items
Add storage adaptor compatibility to fridge and tool cupboard
Fixed deploy guide not being visible when placing into slots (was very obvious for industrial stuff as it's mostly slot based but this affected things like locks as well)
Fixed missing slots serialisation for new industrial slots
Fixed end directions of pipes
Added a quick display to the conveyor screen to show items being moved
Made a temporary progress display on the crafter to show crafting progress in world space
Crafting time left is now sent to all clients in range (for visual display on model)
Storage adaptor greybox setup
industrial adapter test mesh
Industrial crafter greybox setup
industrial crafter test mesh
- industrial conveyor mesh
- industrial splitter mesh
entry points fits nicely with the currently pipe radius.
Fixed start/end pipe rotation issues
Fixed several pipe rendering issues