12,007 Commits over 2,527 Days - 0.20cph!
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
Fix switches not applying pump effect (they still need to treat themselves as their own gravity source while powered)
Fixed electrical wires plugged into a fluid switch being highlighted/animated when holding a hose
Fixed a gravity check that was still using the entity position and not the handle position (this fixes being able to flow water from a catcher to a barrel at the same floor height, the catcher must now be at a higher position)
Fixed liquid containers being able to treat themselves as a gravity source
Sprinklers no longer decay while in use
Standardised autofill amounts with max flow amounts displayed in UI on water catchers and the water barrel (just made the variables the same, safer than actual code changes)
Tweaked handle points of Fluid Switch
Tweaked placement of fluid splitter mesh
Adjusted IO handle positions accordingly
Fixed water catcher water input being marked as electric
Don't process drain further if we hit some water storage while calculating drain (becomes way too complicated)
Fixed autofill not processing gravity restrictions in some cases
Enable autofill on barrels
Add a Water In slot to the small and large water catcher, allows daisy chaining multiple water catchers to deposit into a single barrel
Fixed death marker not updating position
Move sprinkler audio source closer to the particle effect source (fixes audio from sprinklers mounted to ceilings getting occluded)
Check IO ent of a wire exists
Fixed animated direction effect on wires showing while hose tool is equipped and vice versa
Fixed water catcher losing fresh water if connected to a water barrel filled with salt water
Disable shadow casting on hose line renderer, seems to fix the flickering issue when particles are on screen
Fixed not being able to store salt water in water barrels (was an unintended regression)
Can now store salt water in water barrels but it won't count as "fuel" and cannot power sprinklers
Cull sprinkler animator completely
Fix UI info on the power sockets on the fluid switch displaying the incoming water as power
Remove art on server for composter
Add grass displacement volume
Added grass displacement to planter boxes
Fixed water requirement displaying as power in the IO entity information panel
Fix divide by zero exception
Fixed tap collider on water barrel not lining up with tap
Fixed bota bag being held in third person with an offset
Fix non localized entity name displaying on water purifier while hose is equipped
Sprinkler now distributes water more evenly among nearby splashable objects
Doubled water output on sprinkler to compensate
Fixed not being able to input power into the pump slot on the fluid switch
Fixed fluid switch draining water when nothing is plugged into it's output
Repositioned fluid outputs on large and small water catchers
Moved input/output slots on water barrel
Increased water barrel output flow to 12
Don't show electric plug info when using hose tool and vice versa
Fixed Drive buttons in workshop model download UI not working
Manually fixed some merge issues in IOEntity
Made PushLiquid respect backtracking convar
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