1,714 Commits over 335 Days - 0.21cph!
Added unloadweapons command
First pass of gun tests: deploy, aim, reload, fire, examine
Fixed ore tests following the recent hot spot changes
Removed flat fuel consumption when triggering the battering ram
Fixed battering ram firing replication
Fixed item radioactivity NRE when loading a save with item that doesn't exist (happen a lot when switching in between aux2 and main using the same save)
Can't operate waterlogged ballista and catapult
Can't pull and reload a catapult at the same time
Fixed catapult push interaction showing when looking at ammo, reload and fire points
Tweaked battering ram water logged point
Fixed "occupied" being shown when not looking at the occupied mount point
Fixed siege weapon release interaction showing "Release the boat"
Battering ram constructable switched to additive mode
Added stage 4
Fixed battering ram front wheels disappearing
Fixed the effects rotating with the wheels
Re-enabled sync position on battering ram door
Tweak battering ram prevent building volume
Fix catapult animator init mismatch between client/server
Set all siege weapon recipes to require 1 ingredient each, so nobody freaks out on reddit when seeing the placeholder values I pulled out of my arse two months ago
Balancing will come later
Catapult projectile throwing LOS checks
Prevent projectiles being fired through constructions and such
Added a server collider to the catapult arm
Tweaked projectiles radius
Catapult animation client/server sync
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Added a new localization key for train yard's skip container, to avoid conflicts with 'skip' the verb in other languages
merge from wire_slack_fix
Reverted wire length 'fix' from
107563
Added missing prevent buidling to catapult constructable prefab
Can't pull/push a mounted ballista
Fixed SocketMod_SphereCheck returning 'Not enough space' instead of 'Cannot build this close to X' when building in a monument prevent building volume
Was happening when deploying siege weapons, amongst other large deployables
Implemented new catapult reload animation
Implemented catapult incendiary ammo model
Updated icon and recipes
Naming
Ballista bolt effects tweaks
Ballista Spear -> Ballista Bolt
Updated placeholder icons
merge from wire_slack_fix
merge from storagemonitor_passthrough
Added passthrough output to the storage monitor
'Power Out' now sends 1 power instead of passthrough - 1
PowerCounter and ElectricSwitch minor optims
ElectricBattery server optims
Fixed battery deplete and charge commands not replying with the correct battery name
Electric button minor server optims
Cleanup and formatting
Storage monitor server optimization
Merged the 3 industrial lights into a single item. Default is white with red and green as skin variants
Will need to support IOEntity spraycan skinning before merging
merge from tincanalarm_recipe/tincanalarm_recipe (?)
Changed tin can alarm recipe: 2 empty tuna cans -> 30 metal fragments
Updated battering ram icon