userFlaviencancel

1,250 Commits over 274 Days - 0.19cph!

6 Months Ago
Fixed a few IO line parenting loading issues + refacto and naming
6 Months Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
6 Months Ago
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6 Months Ago
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6 Months Ago
Auto pair when deployed, if you have code lock access
6 Months Ago
Client IO lines parenting (missed some files)
6 Months Ago
6 Months Ago
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
6 Months Ago
Unpair all door controllers when TC is destroyed
6 Months Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen
6 Months Ago
Fixed Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened
6 Months Ago
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
6 Months Ago
Fixed AND, OR and XOR switches emitting light when unpowered
6 Months Ago
Fixed storage monitor not taking into account partial stack changes
6 Months Ago
Fixed industrial wall light snapping issues, debug origin was off
6 Months Ago
Fixed default guide mesh orientation issues after rotating it
6 Months Ago
codegen
6 Months Ago
Merged main into /electricity_power_fixes/2
6 Months Ago
Removed the unrelated files plastic included in my previous commit for whatever reason.......
6 Months Ago
Moved functional code out of RPCs to facilitate testing, cleanup and naming Codegen
6 Months Ago
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
6 Months Ago
Red & Green Industrial Light source item
6 Months Ago
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
6 Months Ago
Fixed Memory Cell side inputs triggerable by 0 power circuits
6 Months Ago
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
6 Months Ago
Enabled snapping on all neon signs Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
6 Months Ago
Fixed Sound Light guide mesh position mismatch
6 Months Ago
Enabled snapping on CCTV cameras
6 Months Ago
Laser Light: - Fixed guide mesh position mismatch - Fixed missing material on one of the laser origin - Updated destruction sound from wood to metal
6 Months Ago
Electrical heater: - Enabled snapping (had to rotate it to face forward) - Now makes sound when destroyed
6 Months Ago
Added a setting to deployables that allows us to override the deploy guide mesh rotation
6 Months Ago
Enabled snapping on simple light and connected speaker
6 Months Ago
Industrial conveyor can now be placed upside down again
6 Months Ago
Fixed sprinkler guide mesh scale
6 Months Ago
Fluid Switch & Pump: - Enabled snapping - Fixed offset between the guide and the final placement - Updated destruction sound from wood to metal - Now rotatable
6 Months Ago
Fixed counter snapping pivot issues
6 Months Ago
Fixed components being flipped upside down when placed on walls facing south/north
6 Months Ago
Now supports objects with off-centered pivots Fixed corner points not added when aligning from rotated objects Fixed out of range error when having more than 64 components within 2-meter radius Fixed opposite normals check Fixed mesh guide 'flickering' between two snap positions
6 Months Ago
Merged main into io_entity_snapping/fixes/2
6 Months Ago
Fixed regular switch still showing 1 power usage in the UI
6 Months Ago
Fixed Smart Switch referred as Switch when looking at IO connection handles
6 Months Ago
Fixed Smart Switch not deployable ~1 meter below ceilings
6 Months Ago
Compile fix again, codegen
6 Months Ago
Compile fix
6 Months Ago
Compile fix
6 Months Ago
Fixed storage adaptor not working after reskinning a tool cupboard
6 Months Ago
Increased the amount of bullet impact and decal effects warmed up during loading time. This elimitates the stuttering when spawning a big amount of effects prefab for the first time (e.g when a fight starts and bullets start flying)
6 Months Ago
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6 Months Ago
Merged main into wire_slacking
6 Months Ago
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