2,533 Commits over 397 Days - 0.27cph!
Flagging more IO prefabs as snappable
Adjusted timer deployment restrictions
Fixed button being deployable in weird places
Fixed smart switch output handle position
Fixed ceiling lights being powerable using only 1 power instead of 2
Removed button active usage and power consumption
Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore
Prevent electrical branch from draining power when nothing is connected to its left side
Fixed IO button bounds mismatch
Merged main to io_entity_snapping
Merged main to electricity_power_fixes
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
Removed power consumption from splitters, root combiners and electrical branches
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Fixed electrical lights requiring 1 power when off
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Fixed memory cell draining battery on both sides instead of from the active output
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Removed power consumption from all the following logic gates: AND, OR, XOR, memory cell, timer, blocker, rand, counter, switch and smart switch
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Fixed AND, OR & XOR gates draining batteries on both sides instead of only the side with the highest power input
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Update patrol heli map tooltip name + other slight changes for consistency
Added global.debuglanguage convar to debug localization
Dynamically show tool world models based on TC content
Cleans up invokes on destroy (applied vending machine screens NRE fix)
Halloween missing strings
Localized missing strings, fixed 7th player egg count not having an outline
Fixed eggs spawning disabled after warmup
Spreads the initial eggs spawning over multiple frames during warmup time to avoid server stalling
Reverted the recyling eggs system due to LOD issues
Applied client side optims to Halloween candies prefabs
Cap player egg spawns, recycle oldest egg on new spawn
Server side optimizations: cap initial egg spawn amount, spread egg spawning over multiple frames to avoid server stalling and cache prefab resource paths
Eggs client side optimizations: enabled GPU instancing and culling for meshes particles and animations
Set wallpaper models to read/write mode to enable batching
Added wallpaper item: aim at any building block to deploy the corresponding wallpaper deployable
Added wallpaper deployable prefabs
Added new sockets for wallpapers on walls, doorways, windows, half walls and low walls
Updated prefabs, removed placeholder models
Updated pipe tool and wire tool descriptions
Fixed multiple map markers disappearing when deleting a single one
Fixed the color check when updating nameplates text color
Fixed unnecesary nameplate vischecks when you're not in a team
Added ESPCanvas.DisplayDistanceMultiplier replicated convar, allowing servers to modify the distance at which nameplates become visible
Hide screens if the player is not authed
Generating points on the fly instead of caching them
Fixed a few edge cases when snapping from one wall to another
Restricted to walls
Set clipping checks to true by default when creating a new BaseVehicle