2,411 Commits over 397 Days - 0.25cph!
Fixed side inputs still adding active usage when directly wired to batteries with no components in between
Fixed wire slack impacting wire remaining length
Don't stall the main thread and apply wire slack job result only when its finished
Removed RendererLOD from wires prefabs, use NotifyLOD instead and hide it in code
Don't update moving wires when hidden
float3 instead of Vector3, moving wires fixes
Bezier.ApplyLineSlack micro optims
Moved wire slack calculation to job system, wip
Adjusted slacked wires min and max tesselation values
merged main into wire_slacking
Fixed the new 'Invert Mode' input draining batteries
Fixed slack rotation issues when placing the light box on angled surfaces
Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
Tweaked water pumps deploy volume so they can be deployed in a triangle
Added an UI information panel showing flamethrowers damage and range values
Updated large medkit description to include the 100% chance of recovery from wounded state
Tweaked the new input behaviour
- no power -> switch to the mode set manually
- powered -> swith to the other mode
https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4
Also renamed both modes for clarity:
'Enable Defender Mode' -> 'Defender Mode'
'Disable Defender Mode' -> 'Target All'
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Solar panels no longer take damage when picked up
Added wire slack support to christmas lights
Added a new input to SAM site to toggle the defender mode
Removed unnecessary meta files
Added an editor context scene for UI prefabs editing
Renamed "Suicide" to "Respawn" in the main menu
Adjusted the confirmation popup
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Added a tip explaining how to adjust wire slack
Tesla coils and igniters now automatically heal themselves when under building privilege
Approximately 8 HP after each decay tick (10 minutes), if not damaged recently
Output detected explosion vibration level regardless of the current energy
Renamed 'Passthrough' to 'Power Out'
Re applied
98023 (tech tree)
Merged main into io_seismic_sensor
Fixed remaining signs showing power usage 0
Updated physics material and destruction sound to metal
Fixed IOEntityEditor NREs with no outputs entities
When the electric furnace is full:
- pause cooking instead of turning off
- resume cooking when an item stack has been removed
Fixed cinematicentity.demohideobjects not working properly on CLIENT only
Removed some junk files not meant to be submitted
Added seismic sensor to T2 tech tree, tweaked inventory grab & drop sounds
Collider tweaks, more precise
Do not show IOEntity UI information panel for generic IO type items (fixes signs and frame showing power usage 0)
Fixed ground watch and colliders
Deploy sound, placement tweaks and guide mesh scale
Art implementation, blinking light behaviour
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
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
Minor tweaks to the IO handle positions