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4,399 Commits over 609 Days - 0.30cph!

10 Months Ago
merge from siege_weapons
10 Months Ago
merge from qol_io_rotation
10 Months Ago
Also includes: - Sound light - Sprinklers - Igniter - Water pump - Debug power generator
10 Months Ago
Enabled rotation before deployment for the following electrical items: - Electrical branch - Splitter - Button - Blocker - Root combiner - Memory cell - HBHF Sensor - Audio alarm - RAND switch - Simple light - Siren light - Flasher light - Laser detector - Pressure pad - Tesla coils
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
Refactored the battering ram door to be an interpolated body instead of a sub ent (wip)
10 Months Ago
Restored detail layer albedo alpha to 0 on some battering ram mats
10 Months Ago
Removed useless override in base siege weapon
10 Months Ago
Fixed battering ram NRE
10 Months Ago
Manifest Codegen
10 Months Ago
merge from main
10 Months Ago
merge from battery_fullcharge_slot
10 Months Ago
Restored medium battery power in slot importance
10 Months Ago
merge from battery_fullcharge_slot
10 Months Ago
Make sure the aux output drain can’t exceed 1
10 Months Ago
Make sure to set the full flag even when the current power in is 0 Fixed half full and very full flags not set correctly, this fixes the electric arcs effects not showing correctly on the medium battery
10 Months Ago
Battery code cleanup
10 Months Ago
Re-applied 107994: fixed battery deplete and charge commands not replying with the correct battery name
10 Months Ago
Added a "Fully Charged" output slot to all batteries Will output 1 power when the battery is fully charged
10 Months Ago
Re-applied 107994: fixed battery deplete and charge commands not replying with the correct battery name
10 Months Ago
Battery code cleanup
10 Months Ago
Make sure to set the full flag even when the current power in is 0 Fixed half full and very full flags not set correctly, this fixes the electric arcs effects not showing correctly on the medium battery
10 Months Ago
Catapult projectiles cleanup
10 Months Ago
Added new ballista bolt items
10 Months Ago
Compile fix
10 Months Ago
Siege tower prefabs
10 Months Ago
Fixed siege tower drawbridges replication Fixed SiegeTowerDoor NRE Manifest
10 Months Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
10 Months Ago
merge from creativemode_io_text
10 Months Ago
Only show the creative mode text when a pending wire is active
10 Months Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
10 Months Ago
merge from teslacoil_tweaks
10 Months Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
10 Months Ago
merge from main
10 Months Ago
Fixed battering ram door wheels culling, set to isDynamic
10 Months Ago
Siege tower decay reset when used
10 Months Ago
Updated catapult icon
10 Months Ago
Collision effects and minimum collision force tweaks
10 Months Ago
Siege weapons decay
10 Months Ago
BaseSiegeWeapon now inherits from GroundVehicle and BatteringRam now inherits from BaseSiegeWeapon
10 Months Ago
merge from wire_slack_fix
10 Months Ago
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
10 Months Ago
merge from main
10 Months Ago
Catapult projectiles naming
10 Months Ago
Fixed push interaction showing when looking at disabled reload and fire interactions point
10 Months Ago
Fixed battering ram fuel storage openable from outside through chassis colliders
10 Months Ago
Added lookingAtColliderNoPenalty in BasePlayer Set as the real collider the player is looking at, before we apply distance penalties based on available interactions Useful when you want precise interactions on vehicles with many colliders (like the catapult)
10 Months Ago
Catapult ammo projectiles speed and gravity tweaks
10 Months Ago
Deleted old towing test prefabs