userJarryd Campicancel
reporust_rebootcancel

13,116 Commits over 2,376 Days - 0.23cph!

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
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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
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6 Years Ago
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6 Years Ago
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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
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6 Years Ago
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6 Years Ago
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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
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
Merge from farming2
6 Years Ago
Scene2Prefab compound
6 Years Ago
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6 Years Ago
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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