2,533 Commits over 397 Days - 0.27cph!
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
Fixed regular switch still showing 1 power usage in the UI
Fixed Smart Switch referred as Switch when looking at IO connection handles
Fixed Smart Switch not deployable ~1 meter below ceilings
Compile fix again, codegen
Fixed storage adaptor not working after reskinning a tool cupboard
Increased the amount of bullet impact and decal effects warmed up during loading time. This elimitates the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying)
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Merged main into wire_slacking
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Reverting
95562 electrical button power burst change, back to 2
Fixed Timer Switch not deployable ~1 meter below ceilings
Fixed electrical components consuming 0 power still mentioning 1 power usage in their information panel
Explicity show 0 power usage on electrical items consuming 0
Added 'selectitem' command to allow non-admin clients to use pipette without the item giving part
Codegen
Fixed charge and deplete battery commands compiling issue on client
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Added 'pipette' command: gives you the item you're looking at and places it in your hands
If you already have it, swaps it with your currently selected item
Added ioentity.showflags editor only command to debug IO flags
Added electricalbattery.charge and electricalbattery.deplete admin commands to respectively charge and deplete a battery easily
Merged main into electricity_power_fixes/2
Reduced electrical button press time from 5s to 1s
Reduced power burst from 2 to 1 power (given that they now consume 0 power)
Monument buttons unchanged
Reduced Electrical Branch minimum branch out power from 2 to 1
Moved things around in the right folders and deleted old prefabs
IdentifierConfig UI screen converted to use IOConfig base class
Refactored IO config UI screens to let them use the same base class and base prefab
Updated texts for consistency, fixed typos
Now supports numpad enter key to confirm
Fixed caboose light switches