2,171 Commits over 397 Days - 0.23cph!
Decaying pulse, making sure block count texts won't overflow when >100
Code cleanup, moved screens update to invokes
Fixed screen showing not authorised state after logging out
Restored disabled login screen gameobject
Merged main into toolcupboard_retroskin
Fixed storage monitor missing deploy guide
Wire slacking very first pass, adjustable using left shift + mouse wheel
More tweaks on the industrial combiner colliders
Decreased the minimum normal Y angle for socket free to enable aim blending (to include slopes and roofs)
Fixed laser detector snapping and deployment issues
Now deployable on any surface angle
Tweaked the handles position to make it easier to wire
Fixed industrial combiner snapping and deployment issues
Merged main into io_entity_snapping/2
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Merged main into electricity_power_fixes/2
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')