3,123 Commits over 486 Days - 0.27cph!
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Input fields character limit tweaks for player report, bug report and crafting ui
merge from neonsigns_newinputs
When frames have the same power amount, the last updated frame takes priority
- Neon sign side inputs cost the same power as the main input
- Side inputs add active usage only if the main input isnt used
- Fixed frame not being updated when a side input lose power if there is power on another frame
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Fixed doorway wallpaper conditional model issues
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Fixed Couldn't create convex mesh error "rocking_chair_varient2_LOD0"
A rocking chair worldmodel was using the wrong mesh for its collider
merge from trianglehatch_deploy_fix
Improved triangle ladder hatch deploy volumes, won't be blocked by random nearby deployables anymore
merge from swapseat_binds
Added swap to seat 7 and 8
Fixed an oversight in swapseats
merge from building_los_fix
Added new LOS check positions for floor frame and floor triangle frame
merge from hbhf_adjustablerange
Can now adjust HBHF sensor range, similar UI to the seismic sensor
Max range unchanged
merge from swapseat_binds
Added swaptoseat command instead of using swapseats with arguments
(to avoid unbinding seatswap keys for all players)
Can add any new multi bind, not only the registered ones (like the bind command)
Bind menu now supports multi key binds
Added swap seats binds to the options menu
Added new binds to swap seats in vehicles
- CTRL + 1 -> driver seat
- CTRL + 2 -> seat 2
- etc
(will be bindable the controls menu)
merge from neonsigns_newinputs
Added new inputs to animated neon signs to control which frame you want to display
- if 'Power In' has power, cycle normally
- if 'Power In' has power, and 'Frame 1' receives power, show frame 1 and continue cycle
- if 'Power In' has no power and 'Frame 1' receives power, show frame 1 as long as 'Frame 1' is powered
- same with inputs frame 2, 3 etc
merge from hackweek_wiresnapping
Fixes when snapping from a port away from a wall
Fixed pipes blocked in corners when snapping