122,738 Commits over 4,048 Days - 1.26cph!
Vehicle lift electricity work
Add an optional speed parameter for cinematic_play command
updated vehicle lift model
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.
Don't invoke push liquid logic if no liquid is available
Rename some stuff for clarity
Sprinklers no longer have inbuilt storage
Lift LOD edit. Show lights at all LODs
Remove water if no water is remaining
Allow splitter to be placed on any surface, not just walls
Fixed PixelLit Advanced.shader regression
Mark barrel as a root entity to ensure drain calculations are updated as circuit is updated
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Concrete bridge greybox progress
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SavasIsland_new scene, initial build wip - still need to sort out roads and dressing/loot
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[D11] Changes to materials that is a potential Z fighting Fix
Adjust engine power and drag, plus extras
[D11] Compound SLOD further tweak
increased turret turn rate
updated modules condition panels
[D11] Wooden_crate_1 LOD Distances adjusted
[D11] cracks_grass LOD distances lowered
[D11] + Both large Power Substations and Mining Quarry A-C SLODs adjusted
[D11] Potential Fix for z-fighting. Testing on this material at Harbor
[D11] Sewers Monument SLOD distance tweaks
Updating libRustNative.so (Linux server)
[D11][UI] Added hint for climbing ladders
Ammo Pack meshes//textures/materials
[D11] Missing faces fix on road_bend_15x15
[D11] Fixed incorrect Mud_a_sewers material
[D11] Updated fog in Abandoned Cabins and Bandit Camp. May need further refinement.
[D11] + Supermarket SLOD distance adjusted (May need further adjustment due to not being able to test on the server)
Removed cloning mechanic, instead you now receive a seed (plus bonus ones for yield gene modifiers) when picking the fruit, which contain the plant's gene data.
Codegen.
[D11] Fix for Airfield Decals having shadows