userFlaviencancel

8,192 Commits over 1,004 Days - 0.34cph!

3 Years Ago
Prefab cleanup, fixed screens initialization
3 Years Ago
Fixed resource boxes disappearing after leaving network range and returning
3 Years Ago
Fixed screens not appearing on lowest object quality
3 Years Ago
Tweaked LOD culling distance to match regular TC
3 Years Ago
Tweaked front storage adaptor position
3 Years Ago
Added placeholder sounds
3 Years Ago
Force screens to update when first deployed
3 Years Ago
Tweaked boxes placement and scale
3 Years Ago
Fixed tools not being released when TC is destroyed
3 Years Ago
Merged main into toolcupboard_retroskin
3 Years Ago
Enabled snapping on igniter, electric heater, laser light, sound light Disabled blend aim angle on a few other prefabs
3 Years Ago
Fixed door controller deployement overlapping issues
3 Years Ago
Fixed sprinkler deployement overlapping issues
3 Years Ago
Fixed snapping issues with components facing down (sprinkler, igniter...)
3 Years Ago
Merged main into io_entity_snapping/fixes/2
3 Years Ago
Fixed the remaining IO entities handles naming inconsistencies
3 Years Ago
Merged main into ioentities_handles_naming
3 Years Ago
Merged main into electricity_power_fixes
3 Years Ago
Fixed client compilation
3 Years Ago
restored open/close sounds
3 Years Ago
Restored upkeep cost, moved detailed colliders to the Deployed layer
3 Years Ago
Prefab pooling
3 Years Ago
Now loads skins when spawning tool world models
3 Years Ago
Also tweaked their handles positions because they were an absolute pain to aim for
3 Years Ago
Fixed electrical flasher light and siren light having no emission when ON
3 Years Ago
Fixed Fluid Switch Pump being unwirable
3 Years Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
3 Years Ago
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
3 Years Ago
Improved how we determine the best snap position to fix a bunch of clunky placement issues
3 Years Ago
Fixed easter egg hunt missing phrases
3 Years Ago
Disabled snapping when in a building blocked zone
3 Years Ago
Added door count, upkeep screen pagination and decay warning
3 Years Ago
Fixed tesla coil draining 0 power on small batteries
3 Years Ago
Reactive target will now only reset itself after being knocked down. Powering the lower aux input will keep it lowered It will not generate and pulse 1 power when lowered manually When both aux inputs are powered, the one with the highest power taakes over
3 Years Ago
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
3 Years Ago
Fixed fuel generator aux inputs draining power
3 Years Ago
Rounded upkeep timer minutes
3 Years Ago
Changed upkeep timer format
3 Years Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
3 Years Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
3 Years Ago
Force update passthrough UI when switching between an input/output handle
3 Years Ago
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3 Years Ago
Fixed auxiliary outputs messing with how we calculate power drain
3 Years Ago
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3 Years Ago
Fixed memory cell power passthrough being showed on both outputs
3 Years Ago
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
3 Years Ago
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
3 Years Ago
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
3 Years Ago
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
3 Years Ago
Exposed the total number of boxes and tweaked their spawn order