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2,171 Commits over 397 Days - 0.23cph!

10 Months Ago
Fixed 'env.nightlight_enabled' convar not being evaluated during the whole night Added 'debugging.debugcamera_nightlight' to disable nightlight when using debug camera, off by default
10 Months Ago
Merged doorcontroller_mergefix into main
10 Months Ago
Fixed NRE when clearing wire connections
10 Months Ago
Tesla Coils and Igniters no longer take damage when picked up
10 Months Ago
Merged doorcontroller_mergefix into main
10 Months Ago
Re-applied stone and wood gates changes
10 Months Ago
compile fix
10 Months Ago
Increase RF frequency range from 4 to 6 digits
10 Months Ago
Updated RF items crafting costs: RF Broadcaster: Metal Fragments 100 -> 150 Tech Trash 1 -> 0 RF Receiver: Metal Fragments 100 -> 150 Tech Trash 1 - 0 RF Transmitter: HQM 5 → Metal Fragments 100 Tech Trash 1 → 0 RF Pager: Metal Fragments 50 → 100 Tech Trash 1 → 0
10 Months Ago
Forgot to remove a codelock in the fence gate prefab...
10 Months Ago
Added an exception for garage doors IO wire parenting
10 Months Ago
Code cleanup, pairing & loading fixes
10 Months Ago
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
10 Months Ago
Deploy guide parenting fixes, still need to fix the bounds check
10 Months Ago
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10 Months Ago
Removed DoorController redundant slot code
10 Months Ago
DoorController prefab: new sockets, updated lights
10 Months Ago
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system Added support for bone parenting on Socket_Specific
10 Months Ago
Fixed industrial splitter snapping offset
10 Months Ago
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10 Months Ago
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
10 Months Ago
Fixed a few IO line parenting loading issues + refacto and naming
10 Months Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
10 Months Ago
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10 Months Ago
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10 Months Ago
Auto pair when deployed, if you have code lock access
10 Months Ago
Client IO lines parenting (missed some files)
10 Months Ago
10 Months Ago
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
10 Months Ago
Unpair all door controllers when TC is destroyed
10 Months Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen
10 Months Ago
Fixed Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened
10 Months Ago
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
10 Months Ago
Fixed AND, OR and XOR switches emitting light when unpowered
10 Months Ago
Fixed storage monitor not taking into account partial stack changes
10 Months Ago
Fixed industrial wall light snapping issues, debug origin was off
10 Months Ago
Fixed default guide mesh orientation issues after rotating it
10 Months Ago
codegen
10 Months Ago
Merged main into /electricity_power_fixes/2
10 Months Ago
Removed the unrelated files plastic included in my previous commit for whatever reason.......
10 Months Ago
Moved functional code out of RPCs to facilitate testing, cleanup and naming Codegen
10 Months Ago
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
10 Months Ago
Red & Green Industrial Light source item
10 Months Ago
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
10 Months Ago
Fixed Memory Cell side inputs triggerable by 0 power circuits
10 Months Ago
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
10 Months Ago
Enabled snapping on all neon signs Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
10 Months Ago
Fixed Sound Light guide mesh position mismatch
10 Months Ago
Enabled snapping on CCTV cameras
10 Months Ago
Laser Light: - Fixed guide mesh position mismatch - Fixed missing material on one of the laser origin - Updated destruction sound from wood to metal