branchrust_reboot/main/electricity_power_fixes/2/doorcontrollercancel
49 Commits over 30 Days - 0.07cph!
Fixed EntityRef warning during server startup
Merged main into electricity_power_fixes/2/doorcontroller
Door controllers now pulseable like before by buttons or pressure pads to quickly open/close a door
Fixed door controller not deployable on shelter doors
Fixed door controller IO UI overlapping doors interaction UI
Toast instead of chat message when attempting to pair a door you aren't authed on
When 'Power In' gets powered, if 'Close' is powered as well, close the door
Fixed doors going crazy when spamming power into door controllers, we now discard actions if the door is busy
Tweaked wooden shop front door controller socket position
Fixed high wooden gate and both hatches double door controller deployement
Adjusted double armored doors door controller socket positions
Increased garage door door controller deploy bounds size
Fixed deploy volume physic layer
Removed door controller server-side colliders to make sure they don't intercept C4 damages and to disable vehicle collisions
Fixed an issue where side inputs were not being reset when the main power was cut
Fixed NRE when saving null io line anchors refs
Fixed vanishing industrial pipes due to
96124
Fixed monuments static IO lines spawned at world origin
Fixed NRE when updating wires attached to null entities
Added door controller sockets to ladder hatch, triangle ladder hatch, shop front and wood shutters
Fixed powered door controllers opening doors after a server restart + a few issues with wire clearing
Fixed side inputs working without any power supplied in the 'Power In' input
Merging main into electricity_power_fixes/2/doorcontroller
Prevent buiilding volume tweaks
Fixed elevators preventing door controller deployment
Fixed parented wires not being updated correctly, for real this time
Fixed parented wires not being updated when opening/closing the door when wiring
Restored a method widely used by plugins
Fixed sleeping bags preventing door controller deployment
Line anchors now updated based on a client side event
Restored door controller 'Power In' input old behaviour and removed the new 'Toggle' input - so they act as before and just benefit from the new 'Open' and 'Close' inputs
Forgot to remove a codelock in the fence gate prefab...
Added an exception for garage doors IO wire parenting
Code cleanup, pairing & loading fixes
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
Deploy guide parenting fixes, still need to fix the bounds check
Removed DoorController redundant slot code
DoorController prefab: new sockets, updated lights
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system
Added support for bone parenting on Socket_Specific
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
Fixed a few IO line parenting loading issues + refacto and naming
Update wire parented positions only when the parent entity is busy (door opening/closing)
Auto pair when deployed, if you have code lock access
Client IO lines parenting (missed some files)
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
Unpair all door controllers when TC is destroyed
Door controllers are now deployable on doors like codelocks
Added 3 new aux inputs: 'Open', 'Close' and 'Toggle'
Various code cleanup, codegen