userFlaviencancel

2,411 Commits over 397 Days - 0.25cph!

10 Months Ago
Added an exception for garage doors IO wire parenting
10 Months Ago
Code cleanup, pairing & loading fixes
10 Months Ago
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
10 Months Ago
Deploy guide parenting fixes, still need to fix the bounds check
10 Months Ago
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10 Months Ago
Removed DoorController redundant slot code
10 Months Ago
DoorController prefab: new sockets, updated lights
10 Months Ago
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system Added support for bone parenting on Socket_Specific
10 Months Ago
Fixed industrial splitter snapping offset
10 Months Ago
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10 Months Ago
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place (e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired) This also allows door controller to be wired when doors are opened
10 Months Ago
Fixed a few IO line parenting loading issues + refacto and naming
10 Months Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
10 Months Ago
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10 Months Ago
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10 Months Ago
Auto pair when deployed, if you have code lock access
10 Months Ago
Client IO lines parenting (missed some files)
10 Months Ago
10 Months Ago
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
10 Months Ago
Unpair all door controllers when TC is destroyed
10 Months Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen
10 Months Ago
Fixed Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened
10 Months Ago
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
10 Months Ago
Fixed AND, OR and XOR switches emitting light when unpowered
10 Months Ago
Fixed storage monitor not taking into account partial stack changes
10 Months Ago
Fixed industrial wall light snapping issues, debug origin was off
10 Months Ago
Fixed default guide mesh orientation issues after rotating it
10 Months Ago
codegen
10 Months Ago
Merged main into /electricity_power_fixes/2
10 Months Ago
Removed the unrelated files plastic included in my previous commit for whatever reason.......
10 Months Ago
Moved functional code out of RPCs to facilitate testing, cleanup and naming Codegen
10 Months Ago
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
11 Months Ago
Red & Green Industrial Light source item
11 Months Ago
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
11 Months Ago
Fixed Memory Cell side inputs triggerable by 0 power circuits
11 Months Ago
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
11 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
11 Months Ago
Fixed Sound Light guide mesh position mismatch
11 Months Ago
Enabled snapping on CCTV cameras
11 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
11 Months Ago
Electrical heater: - Enabled snapping (had to rotate it to face forward) - Now makes sound when destroyed
11 Months Ago
Added a setting to deployables that allows us to override the deploy guide mesh rotation
11 Months Ago
Enabled snapping on simple light and connected speaker
11 Months Ago
Industrial conveyor can now be placed upside down again
11 Months Ago
Fixed sprinkler guide mesh scale
11 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
11 Months Ago
Fixed counter snapping pivot issues
11 Months Ago
Fixed components being flipped upside down when placed on walls facing south/north
11 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
11 Months Ago
Merged main into io_entity_snapping/fixes/2