userFlaviencancel

3,026 Commits over 486 Days - 0.26cph!

1 Year Ago
Now loads skins when spawning tool world models
1 Year Ago
Also tweaked their handles positions because they were an absolute pain to aim for
1 Year Ago
Fixed electrical flasher light and siren light having no emission when ON
1 Year Ago
Fixed Fluid Switch Pump being unwirable
1 Year Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
1 Year Ago
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
1 Year Ago
Improved how we determine the best snap position to fix a bunch of clunky placement issues
1 Year Ago
Fixed easter egg hunt missing phrases
1 Year Ago
Disabled snapping when in a building blocked zone
1 Year Ago
Added door count, upkeep screen pagination and decay warning
1 Year Ago
Fixed tesla coil draining 0 power on small batteries
1 Year 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
1 Year Ago
Merged electricity_power_fixes/randswitch to Aux2
1 Year Ago
Merged electricity_power_fixes to Aux2
1 Year Ago
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
1 Year Ago
Fixed fuel generator aux inputs draining power
1 Year Ago
Rounded upkeep timer minutes
1 Year Ago
Changed upkeep timer format
1 Year Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
1 Year Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
1 Year Ago
Force update passthrough UI when switching between an input/output handle
1 Year Ago
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1 Year Ago
Fixed auxiliary outputs messing with how we calculate power drain
1 Year Ago
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1 Year Ago
Fixed memory cell power passthrough being showed on both outputs
1 Year Ago
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
1 Year Ago
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
1 Year Ago
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
1 Year Ago
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
1 Year Ago
Exposed the total number of boxes and tweaked their spawn order
1 Year Ago
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
1 Year Ago
Reversed RAND switch behaviour, passes power when on and resets to off
1 Year Ago
Fixed pressure pads blocking power passthrough for a bit when triggered
1 Year Ago
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
1 Year Ago
Fixed batteries draining more than the current energy they receive
1 Year Ago
Merged electricity_power_fixes to Aux2
1 Year Ago
Merged io_entity_snapping/fixes to Aux2
1 Year Ago
Fixed memory cell still consuming 1 power
1 Year Ago
Fixed switch and smart switch green/red lights feedbacks
1 Year Ago
Fixed smart switch handles not working
1 Year Ago
Fixed AND, OR, XOR switches green/red lights entity flag toggle
1 Year Ago
Merged electricity_power_fixes/ceilinglight to Aux2
1 Year Ago
Merged electricity_power_fixes to Aux2
1 Year Ago
Flagging more IO prefabs as snappable
1 Year Ago
Adjusted timer deployment restrictions
1 Year Ago
Fixed button being deployable in weird places
1 Year Ago
Fixed smart switch output handle position
1 Year Ago
Fixed ceiling lights being powerable using only 1 power instead of 2
1 Year Ago
Removed button active usage and power consumption
1 Year Ago
Fixed unpowered components draining batteries, much more common now that branches do not waste power anymore