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2,748 Commits over 456 Days - 0.25cph!

1 Year Ago
Prefab cleanup, fixed screens initialization
1 Year Ago
Fixed resource boxes disappearing after leaving network range and returning
1 Year Ago
Fixed screens not appearing on lowest object quality
1 Year Ago
Tweaked LOD culling distance to match regular TC
1 Year Ago
Tweaked front storage adaptor position
1 Year Ago
Added placeholder sounds
1 Year Ago
Force screens to update when first deployed
1 Year Ago
Tweaked boxes placement and scale
1 Year Ago
Fixed tools not being released when TC is destroyed
1 Year Ago
Merged main into toolcupboard_retroskin
1 Year Ago
Enabled snapping on igniter, electric heater, laser light, sound light Disabled blend aim angle on a few other prefabs
1 Year Ago
Fixed door controller deployement overlapping issues
1 Year Ago
Fixed sprinkler deployement overlapping issues
1 Year Ago
Fixed snapping issues with components facing down (sprinkler, igniter...)
1 Year Ago
Merged main into io_entity_snapping/fixes/2
1 Year Ago
Fixed the remaining IO entities handles naming inconsistencies
1 Year Ago
Merged main into ioentities_handles_naming
1 Year Ago
Merged main into electricity_power_fixes
1 Year Ago
Fixed client compilation
1 Year Ago
restored open/close sounds
1 Year Ago
Restored upkeep cost, moved detailed colliders to the Deployed layer
1 Year Ago
Prefab pooling
1 Year Ago
Now loads skins when spawning tool world models
1 Year Ago
Also tweaked their handles positions because they were an absolute pain to aim for
1 Year Ago
Fixed electrical flasher light and siren light having no emission when ON
1 Year Ago
Fixed Fluid Switch Pump being unwirable
1 Year Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
1 Year Ago
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
1 Year Ago
Improved how we determine the best snap position to fix a bunch of clunky placement issues
1 Year Ago
Fixed easter egg hunt missing phrases
1 Year Ago
Disabled snapping when in a building blocked zone
1 Year Ago
Added door count, upkeep screen pagination and decay warning
1 Year Ago
Fixed tesla coil draining 0 power on small batteries
1 Year Ago
Reactive target will now only reset itself after being knocked down. Powering the lower aux input will keep it lowered It will not generate and pulse 1 power when lowered manually When both aux inputs are powered, the one with the highest power taakes over
1 Year Ago
Merged electricity_power_fixes/randswitch to Aux2
1 Year Ago
Merged electricity_power_fixes to Aux2
1 Year Ago
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
1 Year Ago
Fixed fuel generator aux inputs draining power
1 Year Ago
Rounded upkeep timer minutes
1 Year Ago
Changed upkeep timer format
1 Year Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
1 Year Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
1 Year Ago
Force update passthrough UI when switching between an input/output handle
1 Year Ago
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1 Year Ago
Fixed auxiliary outputs messing with how we calculate power drain
1 Year Ago
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1 Year Ago
Fixed memory cell power passthrough being showed on both outputs
1 Year Ago
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
1 Year Ago
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
1 Year Ago
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)