1,557 Commits over 335 Days - 0.19cph!
Fixed timer time not editable until powered
Fixed IO entities handles gizmos drawn in world space instead of local space
Fixed smart switch duplicated power in handle due to merge conflicts
Updated storage adaptor sockets names
Distribute power evenly across all splitter outputs - add any remaining power to the earliest outputs, ensuring no power loss
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Fixed errors when the TC is not associated to any building (spawned via command)
Prefab cleanup, fixed screens initialization
Fixed resource boxes disappearing after leaving network range and returning
Fixed screens not appearing on lowest object quality
Tweaked LOD culling distance to match regular TC
Tweaked front storage adaptor position
Force screens to update when first deployed
Tweaked boxes placement and scale
Fixed tools not being released when TC is destroyed
Merged main into toolcupboard_retroskin
Enabled snapping on igniter, electric heater, laser light, sound light
Disabled blend aim angle on a few other prefabs
Fixed door controller deployement overlapping issues
Fixed sprinkler deployement overlapping issues
Fixed snapping issues with components facing down (sprinkler, igniter...)
Merged main into io_entity_snapping/fixes/2
Fixed the remaining IO entities handles naming inconsistencies
Merged main into ioentities_handles_naming
Merged main into electricity_power_fixes
restored open/close sounds
Restored upkeep cost, moved detailed colliders to the Deployed layer
Now loads skins when spawning tool world models
Also tweaked their handles positions because they were an absolute pain to aim for
Fixed electrical flasher light and siren light having no emission when ON
Fixed Fluid Switch Pump being unwirable
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
Improved how we determine the best snap position to fix a bunch of clunky placement issues
Fixed easter egg hunt missing phrases
Disabled snapping when in a building blocked zone
Added door count, upkeep screen pagination and decay warning
Fixed tesla coil draining 0 power on small batteries
Reactive target will now only reset itself after being knocked down. Powering the lower aux input will keep it lowered
It will not generate and pulse 1 power when lowered manually
When both aux inputs are powered, the one with the highest power taakes over
Merged electricity_power_fixes/randswitch to Aux2
Merged electricity_power_fixes to Aux2
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
Fixed fuel generator aux inputs draining power
Rounded upkeep timer minutes
Changed upkeep timer format
Removed counter power consumption and active usage (for real this time)
Increased max target number from 100 to 999