13,091 Commits over 2,831 Days - 0.19cph!
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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More static water catcher fixes, fixed version in compound prefab
Fixed static water catcher not using correct loot panel
Ignore gravity check for connection exiting a powered pump
Fixed a case when autofilling liquids would do an incorrect height check
Fix direct connections from water source to sprinkler (regression introduced today)
Increase water per splash from sprinklers from 20 -> 30
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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)
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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
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