userJarryd Campicancel

13,612 Commits over 2,741 Days - 0.21cph!

5 Years Ago
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5 Years Ago
Fixed random invalid packet when connecting (validItemWhitelist on ItemModContainer was initialising as null)
5 Years Ago
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
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
Water desalinator will now bypass gravity on outgoing fresh water while powered Standardised output flow rates on desalinator and water pump
5 Years Ago
Unsaved change
5 Years Ago
Fixed drain calculation not working when multiple water barrels feed into a single combiner and then into a sprinkler
5 Years Ago
Some temp primitives
5 Years Ago
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)
5 Years Ago
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.
5 Years Ago
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
5 Years Ago
Remove log
5 Years Ago
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
5 Years Ago
Merge from farming2
5 Years Ago
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
5 Years Ago
Made the water pump require electrical input to run and moved it to the electrical category
5 Years Ago
Tweaked animator logic for fluid switch, will need revised animations before merge
5 Years Ago
Merge from farming2
5 Years Ago
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
5 Years Ago
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
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
Removed gc alloc in ItemContainer.FindItemByItemID (was being triggered every time water was transferred)
5 Years Ago
Add splitOutputsEvenly bool to LiquidContainer to split outgoing liquids evenly between multiple outputs (not enabled on anything right now)
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
Merge from farming2
5 Years Ago
Scene2Prefab compound
5 Years Ago
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5 Years Ago
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5 Years Ago
More static water catcher fixes, fixed version in compound prefab
5 Years Ago
Fixed static water catcher not using correct loot panel
5 Years Ago
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5 Years Ago
Merge from farming2
5 Years Ago
Ignore gravity check for connection exiting a powered pump Fixed a case when autofilling liquids would do an incorrect height check
5 Years Ago
Merge from main
5 Years Ago
merge from farming2
5 Years Ago
Fix direct connections from water source to sprinkler (regression introduced today)
5 Years Ago
Increase water per splash from sprinklers from 20 -> 30
5 Years Ago
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5 Years Ago
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