2,533 Commits over 397 Days - 0.27cph!
Fixed splitter power distribution issue when not all outputs are used
Fixed unnecessary text updates when showing passthroughj
Cleaned up prefab, removed unneccesary client gamobjects
Tweaked handles positions
Counter set to 'Show Passthrough' now displays its passthrough even if nothing is connected downstream. It will also display 0 even if there's no power
Merged main into electricity_power_fixes/2
Fixed counter and HBHF sensor still rotating based on your view angle while being deployed
Merged main into wire_slacking
Added a small animation sequence to the monitors when deployed to hide the server delay
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