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1,249 Commits over 274 Days - 0.19cph!

7 Months Ago
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
7 Months Ago
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
7 Months Ago
Exposed the total number of boxes and tweaked their spawn order
7 Months Ago
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
7 Months Ago
Reversed RAND switch behaviour, passes power when on and resets to off
7 Months Ago
Fixed pressure pads blocking power passthrough for a bit when triggered
7 Months Ago
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
7 Months Ago
Fixed batteries draining more than the current energy they receive
7 Months Ago
Merged electricity_power_fixes to Aux2
7 Months Ago
Merged io_entity_snapping/fixes to Aux2
7 Months Ago
Fixed memory cell still consuming 1 power
7 Months Ago
Fixed switch and smart switch green/red lights feedbacks
7 Months Ago
Fixed smart switch handles not working
7 Months Ago
Fixed AND, OR, XOR switches green/red lights entity flag toggle
7 Months Ago
Merged electricity_power_fixes/ceilinglight to Aux2
7 Months Ago
Merged electricity_power_fixes to Aux2
7 Months Ago
Flagging more IO prefabs as snappable
7 Months Ago
Adjusted timer deployment restrictions
7 Months Ago
Fixed button being deployable in weird places
7 Months Ago
Fixed smart switch output handle position
7 Months Ago
Fixed ceiling lights being powerable using only 1 power instead of 2
7 Months Ago
Removed button active usage and power consumption
7 Months Ago
Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore
7 Months Ago
Prevent electrical branch from draining power when nothing is connected to its left side
7 Months Ago
Fixed IO button bounds mismatch
7 Months Ago
Merged main to io_entity_snapping
7 Months Ago
Merged main to electricity_power_fixes
7 Months Ago
Counter consumption and active usage back to 1 unless it is set to show passthrough Fixed counter output pulling power when it is below counter target value Changing the counter's target value now refreshes the circuit
7 Months Ago
Compile fix
7 Months Ago
Removed power consumption from splitters, root combiners and electrical branches
7 Months Ago
Fixed electrical lights requiring 1 power when off
7 Months Ago
Fixed memory cell draining battery on both sides instead of from the active output
7 Months Ago
Removed power consumption from all the following logic gates: AND, OR, XOR, memory cell, timer, blocker, rand, counter, switch and smart switch
7 Months Ago
Fixed AND, OR & XOR gates draining batteries on both sides instead of only the side with the highest power input
7 Months Ago
Update patrol heli map tooltip name + other slight changes for consistency
7 Months Ago
Added global.debuglanguage convar to debug localization
7 Months Ago
Dynamically show tool world models based on TC content
7 Months Ago
Cleans up invokes on destroy (applied vending machine screens NRE fix)
7 Months Ago
merge from main
8 Months Ago
Halloween missing strings
8 Months Ago
Localized missing strings, fixed 7th player egg count not having an outline
8 Months Ago
Fixed eggs spawning disabled after warmup
8 Months Ago
Spreads the initial eggs spawning over multiple frames during warmup time to avoid server stalling
8 Months Ago
Reverted the recyling eggs system due to LOD issues Applied client side optims to Halloween candies prefabs
8 Months Ago
Cap player egg spawns, recycle oldest egg on new spawn
8 Months Ago
Code cleanup
8 Months Ago
Server side optimizations: cap initial egg spawn amount, spread egg spawning over multiple frames to avoid server stalling and cache prefab resource paths
8 Months Ago
Eggs client side optimizations: enabled GPU instancing and culling for meshes particles and animations
8 Months Ago
Set wallpaper models to read/write mode to enable batching
8 Months Ago
Added wallpaper item: aim at any building block to deploy the corresponding wallpaper deployable Added wallpaper deployable prefabs