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12,052 Commits over 2,527 Days - 0.20cph!

6 Years Ago
player.fillwater command now fills the maximum amount of water a container can take instead of just 999, also skips containers with no lid (bucket)
6 Years Ago
Fixed IO regression causing sprinklers to not run when connected directly to a Water Barrel
6 Years Ago
Fixed possible exception in ScientistNPC OnKilled
6 Years Ago
Add new TriggerWetness class to affect player wetness in a trigger Added a TriggerWetness volume to sprinklers
6 Years Ago
Unsaved changes
6 Years Ago
Added support for deployable guide meshes to display with a local rotation and position offset Flipped the fluid combiner so it places in the opposite orientation from the splitter
6 Years Ago
New fluid combiner material
6 Years Ago
Fix compile errors
6 Years Ago
Merge from farming2
6 Years Ago
Merge from watercatchersupdated
6 Years Ago
Hooked up new animator states
6 Years Ago
Update preloaded content with 30s/20s/10s clips
6 Years Ago
Better logic for a failed audio load, fallback to preloaded content if a failed load occurs Various cleanup
6 Years Ago
Added support for saving camera states with the debug camera to file via new debugcamera_savetofile command Saves to root of project or install directory, can then be loaded like a normal camera state via debugcamera_load Updated debugcamera_list to list any found camera state files as well
6 Years Ago
Added an audio component and updated the flags for the Fluid Switch Audio plays when fluid switch is powered and turned on
6 Years Ago
Fixed random invalid packet when connecting (validItemWhitelist on ItemModContainer was initialising as null)
6 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
6 Years Ago
Water desalinator will now bypass gravity on outgoing fresh water while powered Standardised output flow rates on desalinator and water pump
6 Years Ago
Unsaved change
6 Years Ago
Fixed drain calculation not working when multiple water barrels feed into a single combiner and then into a sprinkler
6 Years Ago
Some temp primitives
6 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)
6 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.
6 Years Ago
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
6 Years Ago
Remove log
6 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
6 Years Ago
Merge from farming2
6 Years Ago
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
6 Years Ago
Made the water pump require electrical input to run and moved it to the electrical category
6 Years Ago
Tweaked animator logic for fluid switch, will need revised animations before merge
6 Years Ago
Merge from farming2
6 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
6 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
6 Years Ago
Removed gc alloc in ItemContainer.FindItemByItemID (was being triggered every time water was transferred)
6 Years Ago
Add splitOutputsEvenly bool to LiquidContainer to split outgoing liquids evenly between multiple outputs (not enabled on anything right now)
6 Years Ago
Merge from farming2
6 Years Ago
Scene2Prefab compound
6 Years Ago
More static water catcher fixes, fixed version in compound prefab
6 Years Ago
Fixed static water catcher not using correct loot panel
6 Years Ago
Merge from farming2
6 Years Ago
Ignore gravity check for connection exiting a powered pump Fixed a case when autofilling liquids would do an incorrect height check
6 Years Ago
Merge from main
6 Years Ago
merge from farming2
6 Years Ago
Fix direct connections from water source to sprinkler (regression introduced today)
6 Years Ago
Increase water per splash from sprinklers from 20 -> 30
6 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
6 Years Ago
Fix switches not applying pump effect (they still need to treat themselves as their own gravity source while powered)
6 Years Ago
Fixed electrical wires plugged into a fluid switch being highlighted/animated when holding a hose
6 Years Ago
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
6 Years Ago
Sprinklers no longer decay while in use