userFlaviencancel
reporust_rebootcancel

1,170 Commits over 244 Days - 0.20cph!

5 Months Ago
Merged doorcontroller_mergefix into main
5 Months Ago
Fixed NRE when clearing wire connections
5 Months Ago
Tesla Coils and Igniters no longer take damage when picked up
5 Months Ago
Merged doorcontroller_mergefix into main
5 Months Ago
Re-applied stone and wood gates changes
5 Months Ago
compile fix
5 Months Ago
Increase RF frequency range from 4 to 6 digits
5 Months 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
5 Months Ago
Forgot to remove a codelock in the fence gate prefab...
5 Months Ago
Added an exception for garage doors IO wire parenting
5 Months Ago
Code cleanup, pairing & loading fixes
5 Months Ago
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
5 Months Ago
Deploy guide parenting fixes, still need to fix the bounds check
5 Months Ago
▅▊▄▉▌ ▇▍▌▇▅▄▊▄▌▉ ▄▋▆▋▆█ ▉▄▄ █▍ #▊▆ ▊█▉▆▇▅
5 Months Ago
Removed DoorController redundant slot code
5 Months Ago
DoorController prefab: new sockets, updated lights
5 Months Ago
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system Added support for bone parenting on Socket_Specific
5 Months Ago
Fixed industrial splitter snapping offset
5 Months Ago
▄▍▅▌▆▊▉ ▋▅▋
5 Months 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
5 Months Ago
Fixed a few IO line parenting loading issues + refacto and naming
5 Months Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
5 Months Ago
▅▅▋█▌▌▉▅▅ ▄▌▊ █▅▄▆▉▅▉ ▆▌▉▌ ▌▆▆▇ ▆▌ ▊▇-█▄▆ ▋█ ▊▄▉▊▅▄ ▍▊▆▍▇▇▍ ▌▊▍ ▋▉▋▊▇▌▆ ▊▉▆▆▉▊█▉ ▅█▊▉▉▊▌▅▋
5 Months Ago
▅▉▇▄▍▅ ▊▅▍▆ ▇▄▅▅ ▊▍▋▍█▉▉▄_█▅▄▍▊▄
5 Months Ago
Auto pair when deployed, if you have code lock access
5 Months Ago
Client IO lines parenting (missed some files)
5 Months Ago
5 Months Ago
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
5 Months Ago
Unpair all door controllers when TC is destroyed
5 Months Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen
5 Months Ago
Fixed Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened
5 Months Ago
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
5 Months Ago
Fixed AND, OR and XOR switches emitting light when unpowered
5 Months Ago
Fixed storage monitor not taking into account partial stack changes
5 Months Ago
Fixed industrial wall light snapping issues, debug origin was off
5 Months Ago
Fixed default guide mesh orientation issues after rotating it
5 Months Ago
codegen
5 Months Ago
Merged main into /electricity_power_fixes/2
5 Months Ago
Removed the unrelated files plastic included in my previous commit for whatever reason.......
5 Months Ago
Moved functional code out of RPCs to facilitate testing, cleanup and naming Codegen
5 Months Ago
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
5 Months Ago
Red & Green Industrial Light source item
5 Months Ago
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
5 Months Ago
Fixed Memory Cell side inputs triggerable by 0 power circuits
5 Months Ago
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
5 Months 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
5 Months Ago
Fixed Sound Light guide mesh position mismatch
5 Months Ago
Enabled snapping on CCTV cameras
5 Months Ago
Laser Light: - Fixed guide mesh position mismatch - Fixed missing material on one of the laser origin - Updated destruction sound from wood to metal
5 Months Ago
Electrical heater: - Enabled snapping (had to rotate it to face forward) - Now makes sound when destroyed