userFlaviencancel

6,410 Commits over 821 Days - 0.33cph!

1 Year Ago
Art implementation, blinking light behaviour
1 Year Ago
Compile fix
1 Year Ago
Removed electric furnace 'Turn On' and 'Turn Off' side inputs They are now automatically turned ON or OFF depending on whether they have power, this simplifies circuits and fixes a few issues on server restarts
1 Year Ago
Increased laser detector range to match the beam length (from 4 to 12 meters) Also fixed players not being detected when approaching the beam head-on
1 Year Ago
Minor tweaks to the IO handle positions
1 Year Ago
Reduced medium battery size by ~15% to balance them against large batteries and make them fit under half walls https://files.facepunch.com/Flavien/EoVPFQpcxFVKJJdp.mp4
1 Year Ago
Added support for multiple disable groups to CinematicEntity
1 Year Ago
Do not detect molotovs
1 Year Ago
Reduced the minimum water required to throw from a water jug from 1000ml to 100ml
1 Year Ago
Allow this kind of circuit to work where the passthrough goes directly into the close side input and closes the door when powered https://files.facepunch.com/Flavien/Ml84foJgYsxuLlqZ.png
1 Year Ago
Fixed potential OOB index error when clearing parented wire segments
1 Year Ago
Fixed wires not being parented correctly to armored door hatches
1 Year Ago
Adjusted search light collider to make it easier to wire like before
1 Year Ago
Added range info to the seismic sensor item information panel UI
1 Year Ago
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1 Year Ago
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1 Year Ago
Notify seismic sensor when flame turrets are destroyed
1 Year Ago
Tweaked various explosives seismic vibration levels
1 Year Ago
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
1 Year Ago
Notify seismic sensor on helicopter explosions (both players and AI owned)
1 Year Ago
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1 Year Ago
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1 Year Ago
Re-applying 97361 changes after Plastic merge fuckery
1 Year Ago
Merged main into wiring_near_vehicles_fix
1 Year Ago
Tweaked rockets vibration level
1 Year Ago
Green/red light behaviour Name and description Recipe first pass Updated placeholder model and icon
1 Year Ago
Merged main into io_seismic_sensor
1 Year Ago
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1 Year Ago
Compile fix
1 Year Ago
Grid based detection
1 Year Ago
Configurable sensor range
1 Year Ago
Clear any old slack levels when poolin a new a wire
1 Year Ago
Detect nearby explosive ammo hits
1 Year Ago
Optimised explosion detection
1 Year Ago
Merged main into io_seismic_sensor
1 Year Ago
Enabled IO wiring near attack heli too
1 Year Ago
Pending wire updated with current slack Fixed a few issues with moving wires Drop applied to the world down vector on rotated transforms
1 Year Ago
Wire clearing working properly from both sides with slack levels
1 Year Ago
Merged main into wire_slacking
1 Year Ago
Fixed NRE when isolating a wire and leaving building privilege
1 Year Ago
WireColorSettings back to FileSystem.Load, but done correctly by inheriting BaseScriptableObject
1 Year Ago
Fixed ignited fireworks delayed by the server limit never firing
1 Year Ago
More null checks
1 Year Ago
Fixed potential ClientIOLine NRE
1 Year Ago
Changed WireColorSettings scriptables loading
1 Year Ago
Restored powerline cable material shader
1 Year Ago
Minor refacto for clarity
1 Year Ago
Fixed melee weapons (other than pickaxes) playing their impact animation despite not hitting anything
1 Year Ago
Same thing for no shadow lights missing their AmbientLightLOD component
1 Year Ago
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)