12,897 Commits over 2,831 Days - 0.19cph!
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Instrument turret NRE fix
Refactored auto turret instrument implementation so Instruments use ServerUse instead of a custom method
Removed multiple casts in OnKilled
Merge from cinematic_tools
Merge from main
Added an end of file signifier (-1) before the length of the demo is recorded and early return if we hit that value from the demo reader
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Fixed gravity warning displaying when connecting to a fluid switch set to off
Fixed a case where the gravity warning was displaying while connecting electrical components
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Fixed 1.5x scale on demo playback UI
Merge from instrument_autoturret_v2
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Added a fluid switch to the plumber loadout
Hook up sprinkler animation
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New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
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Randomise saturation check, implement is powered checks and longer interval between saturation checks
Fix sprinkler fx playing incorrectly when it is enabled via LOD
Added a precache option to ParticleSystemContainer that precaches all required LOD components and ParticleSYstems in PrefabPreProcess rather than via GetComponents at runtime.
This also fixes the case where multiple LOD components on the same particle system are not called by a ParticleSystemContainer
Cleaned up fluid switch lods
Sprinkler fx fix
Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0
Can override passthrough amount per slot to disregard the energy / outputs calculation
Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place
Don't update passthrough/energy amounts if the incoming energy is from an IOType that is not this entities type. Fixes hybrid props (like the fluid switch) treating power input as water in some cases
Move fluid switch logic into it's own class, revert ElectricSwitch to original state
Fluid switch mesh hookup, icon, gibs
Demo name formatting changes