1,561 Commits over 335 Days - 0.19cph!
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
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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 industrial splitter snapping offset
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)
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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
Fixed Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
Fixed AND, OR and XOR switches emitting light when unpowered
Fixed storage monitor not taking into account partial stack changes
Fixed industrial wall light snapping issues, debug origin was off
Fixed default guide mesh orientation issues after rotating it
Merged main into /electricity_power_fixes/2
Removed the unrelated files plastic included in my previous commit for whatever reason.......
Moved functional code out of RPCs to facilitate testing, cleanup and naming
Codegen
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
Red & Green Industrial Light source item
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
Fixed Memory Cell side inputs triggerable by 0 power circuits
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
Enabled snapping on all neon signs
Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
Fixed Sound Light guide mesh position mismatch
Enabled snapping on CCTV cameras
Laser Light:
- Fixed guide mesh position mismatch
- Fixed missing material on one of the laser origin
- Updated destruction sound from wood to metal
Electrical heater:
- Enabled snapping (had to rotate it to face forward)
- Now makes sound when destroyed
Added a setting to deployables that allows us to override the deploy guide mesh rotation
Enabled snapping on simple light and connected speaker
Industrial conveyor can now be placed upside down again
Fixed sprinkler guide mesh scale
Fluid Switch & Pump:
- Enabled snapping
- Fixed offset between the guide and the final placement
- Updated destruction sound from wood to metal
- Now rotatable
Fixed counter snapping pivot issues
Fixed components being flipped upside down when placed on walls facing south/north
Now supports objects with off-centered pivots
Fixed corner points not added when aligning from rotated objects
Fixed out of range error when having more than 64 components within 2-meter radius
Fixed opposite normals check
Fixed mesh guide 'flickering' between two snap positions
Merged main into io_entity_snapping/fixes/2