12,474 Commits over 2,131 Days - 0.24cph!
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
New fluid combiner material
Merge from watercatchersupdated
Hooked up new animator states
Update preloaded content with 30s/20s/10s clips
Better logic for a failed audio load, fallback to preloaded content if a failed load occurs
Various cleanup
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
Added an audio component and updated the flags for the Fluid Switch
Audio plays when fluid switch is powered and turned on
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Fixed random invalid packet when connecting (validItemWhitelist on ItemModContainer was initialising as null)
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
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Water desalinator will now bypass gravity on outgoing fresh water while powered
Standardised output flow rates on desalinator and water pump
Fixed drain calculation not working when multiple water barrels feed into a single combiner and then into a sprinkler
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)
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.
Fixed water purifier reusing the miningquarry protobuf - now has it's own protobuf class
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
Potentially fixed LootContainer.OnKilled stats NRE (only occurs when a container is killed via a DestroyOnGroundMissing component)
Made the water pump require electrical input to run and moved it to the electrical category
Tweaked animator logic for fluid switch, will need revised animations before merge
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
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
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Removed gc alloc in ItemContainer.FindItemByItemID (was being triggered every time water was transferred)
Add splitOutputsEvenly bool to LiquidContainer to split outgoing liquids evenly between multiple outputs (not enabled on anything right now)
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