1,714 Commits over 335 Days - 0.21cph!
merge from battery_fullcharge_slot
Restored medium battery power in slot importance
merge from battery_fullcharge_slot
Make sure the aux output drain can’t exceed 1
Make sure to set the full flag even when the current power in is 0
Fixed half full and very full flags not set correctly, this fixes the electric arcs effects not showing correctly on the medium battery
Make sure to set the full flag even when the current power in is 0
Fixed half full and very full flags not set correctly, this fixes the electric arcs effects not showing correctly on the medium battery
Re-applied 107994: fixed battery deplete and charge commands not replying with the correct battery name
Re-applied 107994: fixed battery deplete and charge commands not replying with the correct battery name
Added a "Fully Charged" output slot to all batteries
Will output 1 power when the battery is fully charged
Catapult projectiles cleanup
Added new ballista bolt items
Fixed siege tower drawbridges replication
Fixed SiegeTowerDoor NRE
Manifest
Waterlogged methods cleanup
Tweaked ballista waterlogged point
merge from creativemode_io_text
Only show the creative mode text when a pending wire is active
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
merge from teslacoil_tweaks
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
Fixed battering ram door wheels culling, set to isDynamic
Siege tower decay reset when used
Collision effects and minimum collision force tweaks
BaseSiegeWeapon now inherits from GroundVehicle
and BatteringRam now inherits from BaseSiegeWeapon
merge from wire_slack_fix
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
Catapult projectiles naming
Fixed push interaction showing when looking at disabled reload and fire interactions point
Fixed battering ram fuel storage openable from outside through chassis colliders
Added lookingAtColliderNoPenalty in BasePlayer
Set as the real collider the player is looking at, before we apply distance penalties based on available interactions
Useful when you want precise interactions on vehicles with many colliders (like the catapult)
Catapult ammo projectiles speed and gravity tweaks
Deleted old towing test prefabs
Restored monument marker font
More robust checks when firing catapult projectile, make sure boulders ignore the catapult when sweeping
Tweaked projectile spawn point, speed and gravity
Replaced placeholder art on boulder projectile prefab
Fix catapult boulder exploding instantly in some cases
Removed unused audio components on the catapult
Never cull battering ram wheels