12,065 Commits over 2,527 Days - 0.20cph!
Made a new IOEntity field IsGravitySource to use instead of RootEntity when determining the source of a gravity fed input
Respect IO backtracking convar in Sprinkler and LiquidContainer
Fixed fluid entities sometimes not turning off when connections were destroyed
Fixed an NRE when making connections to fluid entities with more than one output
Updated the crosshair gravity warning when connecting hoses to use the new Root check logic
Compile fixes
Sprinkler decays every time it splashes
Rotate sprinkler mesh so hose point matches mesh
Added some profiler coverage to IO areas of interest
player.mount now works for horses
Fixed player.mount not working correctly
Fixed another fluid IO connection issue
Fixed being able to bypass gravity restrictions by chaining together IO entities
Gravity restriction now compares height to the closest RootEntity in the IO chain, rather than just the last connected entity
Disabled being able to splash liquid on water barrels/containers to fill them up
Fill water loop based on player belt length and not hardcoded value
Fixed water purifer missing references
Can now fill containers with salt water using player.fillwater by passing "salt" as an argument
Fixed water wells missing loot panel and not producing water
Ran Scene2Prefab for all water wells to propagate changes
Fixed some IOEntityEditor exceptions if the selected object is missing some serialised fields
LiquidContainer uses already existing OnItemAddedOrRemoved virtual method rather than registering a new callback
Fix incorrect pickup/repair item on fluid splitter/sprinkler/fluid switch
Tweaked position of model and IO slots on fluid splitter
Fluid splitter now shows HP and is easier to destroy
Remove another layout controller and don't run a coroutine when opening the expanded life stats
Switch the expanded death screen stats to RustLayout instead of unity components
Disregard line of sight checks when using player.mount command
Add player.swapseat to swap the mounted seat of a specified player
Added player.dismount command
Fixed player.mount sometimes mounting the client Mountable in the editor
Remove that change, was meant to be on a different branch
Add player.dismount command
Fixed debug camera input being processed while player is unfrozen
Fix cambone command throwing exceptions
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
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
Fixed 1.5x scale on demo playback UI
Merge from instrument_autoturret_v2
Added a fluid switch to the plumber loadout
Hook up sprinkler animation
New EntityFlag_Animator component for controlling animators
Fluid switch handle animation hookup
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