4,936 Commits over 639 Days - 0.32cph!
    
    
    
        
            
            
            
                
                Fixed switch and smart switch green/red lights feedbacks
                
                
                
                
             
         
        
            
            
            
                
                Fixed smart switch handles not working
                
                
                
                
             
         
        
            
            
            
                
                Fixed AND, OR, XOR switches green/red lights entity flag toggle
                
                
                
                
             
         
        
            
            
            
                
                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