1,553 Commits over 335 Days - 0.19cph!
Fixed memory cell power passthrough being showed on both outputs
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
Exposed the total number of boxes and tweaked their spawn order
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
Reversed RAND switch behaviour, passes power when on and resets to off
Fixed pressure pads blocking power passthrough for a bit when triggered
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
Fixed batteries draining more than the current energy they receive
Merged electricity_power_fixes to Aux2
Merged io_entity_snapping/fixes to Aux2
Fixed memory cell still consuming 1 power
Fixed switch and smart switch green/red lights feedbacks
Fixed smart switch handles not working
Fixed AND, OR, XOR switches green/red lights entity flag toggle
Merged electricity_power_fixes/ceilinglight to Aux2
Merged electricity_power_fixes to Aux2
Flagging more IO prefabs as snappable
Adjusted timer deployment restrictions
Fixed button being deployable in weird places
Fixed smart switch output handle position
Fixed ceiling lights being powerable using only 1 power instead of 2
Removed button active usage and power consumption
Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore
Prevent electrical branch from draining power when nothing is connected to its left side
Fixed IO button bounds mismatch
Merged main to io_entity_snapping
Merged main to electricity_power_fixes
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
Removed power consumption from splitters, root combiners and electrical branches
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Fixed electrical lights requiring 1 power when off
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Fixed memory cell draining battery on both sides instead of from the active output
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Removed power consumption from all the following logic gates: AND, OR, XOR, memory cell, timer, blocker, rand, counter, switch and smart switch
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Fixed AND, OR & XOR gates draining batteries on both sides instead of only the side with the highest power input
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Update patrol heli map tooltip name + other slight changes for consistency
Added global.debuglanguage convar to debug localization
Dynamically show tool world models based on TC content
Cleans up invokes on destroy (applied vending machine screens NRE fix)
Halloween missing strings
Localized missing strings, fixed 7th player egg count not having an outline
Fixed eggs spawning disabled after warmup
Spreads the initial eggs spawning over multiple frames during warmup time to avoid server stalling
Reverted the recyling eggs system due to LOD issues
Applied client side optims to Halloween candies prefabs
Cap player egg spawns, recycle oldest egg on new spawn