1,553 Commits over 335 Days - 0.19cph!
Added a "Fully Charged" output slot to all batteries
Will output 1 power when the battery is fully charged
Catapult projectiles cleanup
Added new ballista bolt items
Fixed siege tower drawbridges replication
Fixed SiegeTowerDoor NRE
Manifest
Waterlogged methods cleanup
Tweaked ballista waterlogged point
merge from creativemode_io_text
Only show the creative mode text when a pending wire is active
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
merge from teslacoil_tweaks
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
Fixed battering ram door wheels culling, set to isDynamic
Siege tower decay reset when used
Collision effects and minimum collision force tweaks
BaseSiegeWeapon now inherits from GroundVehicle
and BatteringRam now inherits from BaseSiegeWeapon
merge from wire_slack_fix
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
Catapult projectiles naming
Fixed push interaction showing when looking at disabled reload and fire interactions point
Fixed battering ram fuel storage openable from outside through chassis colliders
Added lookingAtColliderNoPenalty in BasePlayer
Set as the real collider the player is looking at, before we apply distance penalties based on available interactions
Useful when you want precise interactions on vehicles with many colliders (like the catapult)
Catapult ammo projectiles speed and gravity tweaks
Deleted old towing test prefabs
Restored monument marker font
More robust checks when firing catapult projectile, make sure boulders ignore the catapult when sweeping
Tweaked projectile spawn point, speed and gravity
Replaced placeholder art on boulder projectile prefab
Fix catapult boulder exploding instantly in some cases
Removed unused audio components on the catapult
Never cull battering ram wheels
Added unloadweapons command
First pass of gun tests: deploy, aim, reload, fire, examine
Fixed ore tests following the recent hot spot changes
Removed flat fuel consumption when triggering the battering ram
Fixed battering ram firing replication
Fixed item radioactivity NRE when loading a save with item that doesn't exist (happen a lot when switching in between aux2 and main using the same save)
Can't operate waterlogged ballista and catapult