5,702 Commits over 762 Days - 0.31cph!
Added delay node
Added tooltips on the node ports, shows the type
Node inputs can be inlined with input fields
When connected the input field is disabled and the data comes from the incoming data
Added multi selection in the node graph
Added data hub item, acts as a data combiner - 3 inputs 1 output
Plugged the viewmodel prefab in
Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding
Way easier to wire chips when holding the ethernet tool, and chips cannot block electricity wiring
Fixed FixCaret TMP_InputField NRE
Computer has multiple 'power out' slots that you can power using the graph
Fixed the config input fields fuckery
Cleaned up the mess in the UI folder
Node registry cleanup
Added the basics: Add, Subtract, Multiply, Divide, Or, Less Than, Equal, Clamp
Random material changed for no reasons
Dragging an input on a wired output replace the connection
Can drag and drop from a port to another to connect them
Added some new string and logistic network nodes
Added zoom in the graph editor
Added a config panel for the dot matrix screen
Fixed some recursion bugs when evaluating the graph
Cleanup
Added dot matrix screen item, can display any string sent by a computer
Planning to add a config panel to set the text and colors manually too
Fixed print node only printing floats
Different styling for exec connection lines
New items supporting data chips:
Batteries
- isCharging
- chargeTimeLeft
- capacity (0-1)
- activeUsage
- powerIn
Door controller
- doorHealth
- doorOpen
Electric furnace
- isPowered
- isSmelting
Data IO wires can parent to doors
InvokeMethod and GetData nodes now have dropdowns to select the connected device and method/field
Removed one shot from the horse armor store images
Skin viewer takes priority over the image gallery when clicking items in the store/inventory
Entity plugged with a chip can expose methods that can be called in the graph
Search light has a SetAimPoint method
Fixed 200 bugs, UI tweaks and compile fixes
Added logistic network tab, shows all the items in your base boxes (read only)
To show their content in the network, boxes need a storage monitor with a datachip, connected to the computer
Items are sorted by quantity
Storage monitors now use the new socket system (like the industrial storage adaptors), allows me to deploy data chips on em
Auto turret exposes: health, ispowered, hasTarget, equippedWeapon, ammoCount, targetPosition
Various UI fixes and tweaks
Data computer graph saving/loading
Fixed print node printing everything as floats
Added NodeValue.AsString
Added execution logic and event nodes
Can finally run some graph now
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Refactored node config fields
Added config fields UI
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints)
Graphs can read data from devices connected with data chips, trigger power outputs...
Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
merge from prefab_preprocess_fix
Logistics baseline:
Added data chip, can be deployed on entities to add data ports and expose new data
- HBHF sensors expose detected player positions
- Auto turrets expose their exact number of ammo left
Added ethernet tool, used to wire the new data IO type
Added data computer, has data inputs and is where you can consult data from all connected chips
Fixed small artist canvas frame being placeable on top of itself
merge from strenghtenedwindow_rugs_fix
Restored rug and bear rug prefabs to their versions before rug_window_fix