13,612 Commits over 2,741 Days - 0.21cph!
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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.
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
Added a water depth test socket mod to enforce minimum/maximum depths for the water pump
Added a place on water option to the construction component so the pump is placed on the water level
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
Made the water pump require electrical input to run and moved it to the electrical category
Tweaked animator logic for fluid switch, will need revised animations before merge
Fixed a case where a fluid switch wouldn't properly update it's outputs when connecting a power input to the pump slot while the switch was set to on
Added a new Water Pump deployable that is placed in salt or fresh water and produces water. Acts as a powered pump (like a switch) and can output water to a connected barrel/sprinkler/etc
Added support for sprinklers to spray the water type that is fed into them
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Removed gc alloc in ItemContainer.FindItemByItemID (was being triggered every time water was transferred)
Add splitOutputsEvenly bool to LiquidContainer to split outgoing liquids evenly between multiple outputs (not enabled on anything right now)
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More static water catcher fixes, fixed version in compound prefab
Fixed static water catcher not using correct loot panel
Ignore gravity check for connection exiting a powered pump
Fixed a case when autofilling liquids would do an incorrect height check
Fix direct connections from water source to sprinkler (regression introduced today)
Increase water per splash from sprinklers from 20 -> 30
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Doubled autofill amount (it ticks every 2 seconds, so it needs to be x2 the max flow amount displayed in UI)
Fixed another case where pump switches wouldn't disregard gravity
Rework drain calculation for Liquid Containers, the old system drained too much water when using splitters
Fixed splitters draining water