13,600 Commits over 2,710 Days - 0.21cph!
Update SendAdditionalData on FluidSwitch to accurately display inputs for electrical input
Powered water pump now shows correct amount of water output when holding a hose
Expose power consumption on water purifier
Water jug now hold 5000ml instead of 4000ml (in line with water purifier)
Enable saving on water purifier output storage (required now that the storage has IO connections)
Added Particle scrubber editor tool under Tools/Animation to scrub particle systems at edit time and runtime
Reapply fix to allow viewing map while in demo (was stomped in merge)
Fixed map fade in/out getting stuck while a demo is paused (wrong timescale)
Don't run map interface input while playing demo
Updated compass to work while playing a demo
Attempting to modify BaseMountable to allow a mountable entity that doesn't move the player, probably a bad idea but saving it here anyway
Adjust sprinkler height offset based on angle of sprinkler - full offset when mounted on a ceiling, no offset when mounted on the floor, 50% offset when mounted on a wall
Renamed wantsSplash interface method to WantsSplash
Added Vis.Entities method that overlaps in a Capsule rather than a sphere, takes a start position, end position and a radius
Updated the sprinkler to use new capsule overlap rather than a sphere to better catch objects at the same height as well as hitting planters when mounted on a high ceiling
Fixed sprinkler not applying sprinkler height convar correctly when not mounted on a ceiling
Sprinklers can now defuse bean can grenades (about 90% effective, if a grenade randomly gets a super short fuse they might explode before the sprinkler ticks)
Fixed a case where water wouldn't drain from liquid container (regression introduced on this branch)
Doubled tick rate of sprinkler and halved output per tick - total amount of water distributed should be the same
Lowered water to extinguish of most fireballs to make it extinguishable by sprinklers
Update fluid combiner icon
Corpses will now update their skin to match the players even if the player has had their skin updated via client.shuffleplayerseed
Renamed Water Desalinater to Powered Water Purifier
Remove ability for guide mesh to be rotated/positioned on the prefab (will update art assets instead)
player.fillwater command now fills the maximum amount of water a container can take instead of just 999, also skips containers with no lid (bucket)
Fixed IO regression causing sprinklers to not run when connected directly to a Water Barrel
Fixed possible exception in ScientistNPC OnKilled
Add new TriggerWetness class to affect player wetness in a trigger
Added a TriggerWetness volume to sprinklers
Added support for deployable guide meshes to display with a local rotation and position offset
Flipped the fluid combiner so it places in the opposite orientation from the splitter
New fluid combiner material
Merge from watercatchersupdated
Hooked up new animator states
Update preloaded content with 30s/20s/10s clips
Better logic for a failed audio load, fallback to preloaded content if a failed load occurs
Various cleanup
Added support for saving camera states with the debug camera to file via new debugcamera_savetofile command
Saves to root of project or install directory, can then be loaded like a normal camera state via debugcamera_load
Updated debugcamera_list to list any found camera state files as well
Added an audio component and updated the flags for the Fluid Switch
Audio plays when fluid switch is powered and turned on
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Fixed random invalid packet when connecting (validItemWhitelist on ItemModContainer was initialising as null)
Removed the old preloaded id from the cassette protobuf
Added cassette.WriteAudioToCurrentCassette to load arbitrary files for testing
Added cassette.CorruptFile command to make some busted files for testing
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Water desalinator will now bypass gravity on outgoing fresh water while powered
Standardised output flow rates on desalinator and water pump
Fixed drain calculation not working when multiple water barrels feed into a single combiner and then into a sprinkler
New fluid combiner entity, combines three separate fluid inputs
Extended the electrical combiner script to support three inputs (no actual change to the electrical combiner prefab)
New water desalinater entity, inherits from the Water Purifier but isn't placed over a campfire and must be powered.
Processes 4x as much water each minute and only loses half of the salt water in the conversion process.