userFlaviencancel

344 Commits over 121 Days - 0.12cph!

43 Days Ago
Tweaked front storage adaptor position
43 Days Ago
Added placeholder sounds
43 Days Ago
Force screens to update when first deployed
43 Days Ago
Tweaked boxes placement and scale
43 Days Ago
Fixed tools not being released when TC is destroyed
43 Days Ago
Merged main into toolcupboard_retroskin
43 Days Ago
Enabled snapping on igniter, electric heater, laser light, sound light Disabled blend aim angle on a few other prefabs
43 Days Ago
Fixed door controller deployement overlapping issues
43 Days Ago
Fixed sprinkler deployement overlapping issues
43 Days Ago
Fixed snapping issues with components facing down (sprinkler, igniter...)
43 Days Ago
Merged main into io_entity_snapping/fixes/2
44 Days Ago
Fixed the remaining IO entities handles naming inconsistencies
44 Days Ago
Merged main into ioentities_handles_naming
44 Days Ago
Merged main into electricity_power_fixes
44 Days Ago
Fixed client compilation
44 Days Ago
restored open/close sounds
44 Days Ago
Restored upkeep cost, moved detailed colliders to the Deployed layer
45 Days Ago
Prefab pooling
45 Days Ago
Now loads skins when spawning tool world models
45 Days Ago
Also tweaked their handles positions because they were an absolute pain to aim for
45 Days Ago
Fixed electrical flasher light and siren light having no emission when ON
47 Days Ago
Fixed Fluid Switch Pump being unwirable
48 Days Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
48 Days Ago
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
48 Days Ago
Improved how we determine the best snap position to fix a bunch of clunky placement issues
48 Days Ago
Fixed easter egg hunt missing phrases
49 Days Ago
Disabled snapping when in a building blocked zone
49 Days Ago
Added door count, upkeep screen pagination and decay warning
49 Days Ago
Fixed tesla coil draining 0 power on small batteries
50 Days 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
50 Days Ago
Merged electricity_power_fixes/randswitch to Aux2
50 Days Ago
Merged electricity_power_fixes to Aux2
50 Days Ago
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
51 Days Ago
Fixed fuel generator aux inputs draining power
51 Days Ago
Rounded upkeep timer minutes
51 Days Ago
Changed upkeep timer format
51 Days Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
51 Days Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
51 Days Ago
Force update passthrough UI when switching between an input/output handle
51 Days Ago
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51 Days Ago
Fixed auxiliary outputs messing with how we calculate power drain
51 Days Ago
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51 Days Ago
Fixed memory cell power passthrough being showed on both outputs
52 Days Ago
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
52 Days Ago
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
52 Days Ago
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
52 Days Ago
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
52 Days Ago
Exposed the total number of boxes and tweaked their spawn order
52 Days Ago
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
53 Days Ago
Reversed RAND switch behaviour, passes power when on and resets to off