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2,533 Commits over 397 Days - 0.27cph!

1 Year Ago
Flagging more IO prefabs as snappable
1 Year Ago
Adjusted timer deployment restrictions
1 Year Ago
Fixed button being deployable in weird places
1 Year Ago
Fixed smart switch output handle position
1 Year Ago
Fixed ceiling lights being powerable using only 1 power instead of 2
1 Year Ago
Removed button active usage and power consumption
1 Year Ago
Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore
1 Year Ago
Prevent electrical branch from draining power when nothing is connected to its left side
1 Year Ago
Fixed IO button bounds mismatch
1 Year Ago
Merged main to io_entity_snapping
1 Year Ago
Merged main to electricity_power_fixes
1 Year Ago
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
1 Year Ago
Compile fix
1 Year Ago
Removed power consumption from splitters, root combiners and electrical branches
1 Year Ago
Fixed electrical lights requiring 1 power when off
1 Year Ago
Fixed memory cell draining battery on both sides instead of from the active output
1 Year Ago
Removed power consumption from all the following logic gates: AND, OR, XOR, memory cell, timer, blocker, rand, counter, switch and smart switch
1 Year Ago
Fixed AND, OR & XOR gates draining batteries on both sides instead of only the side with the highest power input
1 Year Ago
Update patrol heli map tooltip name + other slight changes for consistency
1 Year Ago
Added global.debuglanguage convar to debug localization
1 Year Ago
Dynamically show tool world models based on TC content
1 Year Ago
Cleans up invokes on destroy (applied vending machine screens NRE fix)
1 Year Ago
merge from main
1 Year Ago
Halloween missing strings
1 Year Ago
Localized missing strings, fixed 7th player egg count not having an outline
1 Year Ago
Fixed eggs spawning disabled after warmup
1 Year Ago
Spreads the initial eggs spawning over multiple frames during warmup time to avoid server stalling
1 Year Ago
Reverted the recyling eggs system due to LOD issues Applied client side optims to Halloween candies prefabs
1 Year Ago
Cap player egg spawns, recycle oldest egg on new spawn
1 Year Ago
Code cleanup
1 Year Ago
Server side optimizations: cap initial egg spawn amount, spread egg spawning over multiple frames to avoid server stalling and cache prefab resource paths
1 Year Ago
Eggs client side optimizations: enabled GPU instancing and culling for meshes particles and animations
1 Year Ago
Set wallpaper models to read/write mode to enable batching
1 Year Ago
Added wallpaper item: aim at any building block to deploy the corresponding wallpaper deployable Added wallpaper deployable prefabs
1 Year Ago
Added new sockets for wallpapers on walls, doorways, windows, half walls and low walls
1 Year Ago
Baseline
1 Year Ago
merge from main
1 Year Ago
Updated monument prefabs
1 Year Ago
Updated prefabs, removed placeholder models
1 Year Ago
Manifest, skins
1 Year Ago
merge from main
1 Year Ago
Updated pipe tool and wire tool descriptions
1 Year Ago
Fixed multiple map markers disappearing when deleting a single one
1 Year Ago
Fixed the color check when updating nameplates text color
1 Year Ago
Fixed unnecesary nameplate vischecks when you're not in a team
1 Year Ago
Added ESPCanvas.DisplayDistanceMultiplier replicated convar, allowing servers to modify the distance at which nameplates become visible
1 Year Ago
Hide screens if the player is not authed
1 Year Ago
Generating points on the fly instead of caching them Fixed a few edge cases when snapping from one wall to another Restricted to walls
1 Year Ago
1 Year Ago
Set clipping checks to true by default when creating a new BaseVehicle