userFlaviencancel

6,609 Commits over 821 Days - 0.34cph!

2 Years Ago
Re-applied stone and wood gates changes
2 Years Ago
Increase RF frequency range from 4 to 6 digits
2 Years Ago
Updated RF items crafting costs: RF Broadcaster: Metal Fragments 100 -> 150 Tech Trash 1 -> 0 RF Receiver: Metal Fragments 100 -> 150 Tech Trash 1 - 0 RF Transmitter: HQM 5 → Metal Fragments 100 Tech Trash 1 → 0 RF Pager: Metal Fragments 50 → 100 Tech Trash 1 → 0
2 Years Ago
Forgot to remove a codelock in the fence gate prefab...
2 Years Ago
Added an exception for garage doors IO wire parenting
2 Years Ago
Code cleanup, pairing & loading fixes
2 Years Ago
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
2 Years Ago
Deploy guide parenting fixes, still need to fix the bounds check
2 Years Ago
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2 Years Ago
Removed DoorController redundant slot code
2 Years Ago
DoorController prefab: new sockets, updated lights
2 Years Ago
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system Added support for bone parenting on Socket_Specific
2 Years Ago
Fixed industrial splitter snapping offset
2 Years Ago
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2 Years Ago
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place (e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired) This also allows door controller to be wired when doors are opened
2 Years Ago
Fixed a few IO line parenting loading issues + refacto and naming
2 Years Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
2 Years Ago
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2 Years Ago
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2 Years Ago
Auto pair when deployed, if you have code lock access
2 Years Ago
Client IO lines parenting (missed some files)
2 Years Ago
2 Years Ago
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
2 Years Ago
Unpair all door controllers when TC is destroyed
2 Years Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen
2 Years Ago
Fixed Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened
2 Years Ago
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
2 Years Ago
Fixed AND, OR and XOR switches emitting light when unpowered
2 Years Ago
Fixed storage monitor not taking into account partial stack changes
2 Years Ago
Fixed industrial wall light snapping issues, debug origin was off
2 Years Ago
Fixed default guide mesh orientation issues after rotating it
2 Years Ago
codegen
2 Years Ago
Merged main into /electricity_power_fixes/2
2 Years Ago
Removed the unrelated files plastic included in my previous commit for whatever reason.......
2 Years Ago
Moved functional code out of RPCs to facilitate testing, cleanup and naming Codegen
2 Years Ago
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
2 Years Ago
Red & Green Industrial Light source item
2 Years Ago
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
2 Years Ago
Fixed Memory Cell side inputs triggerable by 0 power circuits
2 Years Ago
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
2 Years Ago
Enabled snapping on all neon signs Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
2 Years Ago
Fixed Sound Light guide mesh position mismatch
2 Years Ago
Enabled snapping on CCTV cameras
2 Years Ago
Laser Light: - Fixed guide mesh position mismatch - Fixed missing material on one of the laser origin - Updated destruction sound from wood to metal
2 Years Ago
Electrical heater: - Enabled snapping (had to rotate it to face forward) - Now makes sound when destroyed
2 Years Ago
Added a setting to deployables that allows us to override the deploy guide mesh rotation
2 Years Ago
Enabled snapping on simple light and connected speaker
2 Years Ago
Industrial conveyor can now be placed upside down again
2 Years Ago
Fixed sprinkler guide mesh scale
2 Years Ago
Fluid Switch & Pump: - Enabled snapping - Fixed offset between the guide and the final placement - Updated destruction sound from wood to metal - Now rotatable