1,170 Commits over 244 Days - 0.20cph!
Fixed ground watch and colliders
Deploy sound, placement tweaks and guide mesh scale
Art implementation, blinking light behaviour
Removed electric furnace 'Turn On' and 'Turn Off' side inputs
They are now automatically turned ON or OFF depending on whether they have power, this simplifies circuits and fixes a few issues on server restarts
Increased laser detector range to match the beam length (from 4 to 12 meters)
Also fixed players not being detected when approaching the beam head-on
Minor tweaks to the IO handle positions
Reduced medium battery size by ~15% to balance them against large batteries and make them fit under half walls
https://files.facepunch.com/Flavien/EoVPFQpcxFVKJJdp.mp4
Added support for multiple disable groups to CinematicEntity
Reduced the minimum water required to throw from a water jug from 1000ml to 100ml
Allow this kind of circuit to work where the passthrough goes directly into the close side input and closes the door when powered
https://files.facepunch.com/Flavien/Ml84foJgYsxuLlqZ.png
Fixed potential OOB index error when clearing parented wire segments
Fixed wires not being parented correctly to armored door hatches
Adjusted search light collider to make it easier to wire like before
Added range info to the seismic sensor item information panel UI
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Notify seismic sensor when flame turrets are destroyed
Tweaked various explosives seismic vibration levels
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
Notify seismic sensor on helicopter explosions (both players and AI owned)
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Re-applying
97361 changes after Plastic merge fuckery
Merged main into wiring_near_vehicles_fix
Tweaked rockets vibration level
Green/red light behaviour
Name and description
Recipe first pass
Updated placeholder model and icon
Merged main into io_seismic_sensor
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Configurable sensor range
Clear any old slack levels when poolin a new a wire
Detect nearby explosive ammo hits
Optimised explosion detection
Merged main into io_seismic_sensor
Enabled IO wiring near attack heli too
Pending wire updated with current slack
Fixed a few issues with moving wires
Drop applied to the world down vector on rotated transforms
Wire clearing working properly from both sides with slack levels
Merged main into wire_slacking
Fixed NRE when isolating a wire and leaving building privilege
WireColorSettings back to FileSystem.Load, but done correctly by inheriting BaseScriptableObject
Fixed ignited fireworks delayed by the server limit never firing
Fixed potential ClientIOLine NRE
Changed WireColorSettings scriptables loading
Restored powerline cable material shader