123,979 Commits over 4,171 Days - 1.24cph!
Merge Main -> PhysicsLayerRevamp
Fixed pipe colour not being properly applied when deleting a connection and making a new connection with a different colour
Merge ItemDropCollision -> PhysicsLayerRevamp
Fixed category filters only working if they had a max value assigned
Can now move wood to fuel slots on furnaces via conveyor
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
Make sure the CCTV resyncs its angles on the client to match the server in case they somehow desync
Added ability to disable client analytics from manifest
Added lowest & highest percentile of fps + more stats
Changed to new analytics url
Client predicted pan/tilt for CCTV cameras from computer station
Procedural bunker dressing progress
Calculate and use delta time between server ticks for autoturret lerping (because it uses invokes instead of update)
Add RealTimeSinceEx for similar functionality with extended precision
Remove external viewer flag logic from CCTV (unused)
incorrect prefab link fixes, fixed a gap on half wall
Construction grade scripts for skins redo - must have been lost in the previous merge
wip auto center and pivot calc, bounds, rotation
Improvements to spring test
Added 1 second timeout to all AutoResetEvent.WaitOne calls (large enough to notice something is wrong, but never deadlock)
Ensure everything is cleaned up / reinitialized after disconnect / reconnect
some left over changes to adobe stairs L and U
Added welding and digital display board to road sign overhead gantry
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