userFlaviencancel

389 Commits over 121 Days - 0.13cph!

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