userFlaviencancel

1,249 Commits over 274 Days - 0.19cph!

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