branchrust_reboot/main/electricity_power_fixes/2/doorcontrollercancel

42 Commits over 30 Days - 0.06cph!

6 Hours Ago
Fixed doors going crazy when spamming power into door controllers, we now discard actions if the door is busy
Today
Tweaked wooden shop front door controller socket position
Today
Fixed high wooden gate and both hatches double door controller deployement
Today
Adjusted double armored doors door controller socket positions Increased garage door door controller deploy bounds size
Today
Fixed deploy volume physic layer
Yesterday
Removed door controller server-side colliders to make sure they don't intercept C4 damages and to disable vehicle collisions
Yesterday
Fixed an issue where side inputs were not being reset when the main power was cut
3 Days Ago
Fixed NRE when saving null io line anchors refs
4 Days Ago
4 Days Ago
Fixed vanishing industrial pipes due to 96124
4 Days Ago
Fixed monuments static IO lines spawned at world origin
4 Days Ago
Fixed NRE when updating wires attached to null entities
4 Days Ago
Added door controller sockets to ladder hatch, triangle ladder hatch, shop front and wood shutters
5 Days Ago
Fixed powered door controllers opening doors after a server restart + a few issues with wire clearing
5 Days Ago
Fixed side inputs working without any power supplied in the 'Power In' input
5 Days Ago
Merging main into electricity_power_fixes/2/doorcontroller
6 Days Ago
Prevent buiilding volume tweaks
6 Days Ago
Fixed elevators preventing door controller deployment
6 Days Ago
Fixed parented wires not being updated correctly, for real this time
6 Days Ago
Fixed parented wires not being updated when opening/closing the door when wiring
6 Days Ago
Restored a method widely used by plugins
6 Days Ago
Fixed sleeping bags preventing door controller deployment
6 Days Ago
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
7 Days Ago
Line anchors now updated based on a client side event
7 Days Ago
Restored door controller 'Power In' input old behaviour and removed the new 'Toggle' input - so they act as before and just benefit from the new 'Open' and 'Close' inputs
8 Days Ago
Forgot to remove a codelock in the fence gate prefab...
8 Days Ago
Added an exception for garage doors IO wire parenting
8 Days Ago
Code cleanup, pairing & loading fixes
8 Days Ago
Added door controller sockets to all door and gate prefabs, also flagging colliders as potential IO wire parents
8 Days Ago
Deploy guide parenting fixes, still need to fix the bounds check
9 Days Ago
Removed DoorController redundant slot code
9 Days Ago
DoorController prefab: new sockets, updated lights
9 Days Ago
Converted DoorController to use Socket_Specific instead of the legacy code lock socket system Added support for bone parenting on Socket_Specific
11 Days Ago
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place (e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired) This also allows door controller to be wired when doors are opened
11 Days Ago
Fixed a few IO line parenting loading issues + refacto and naming
12 Days Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
12 Days Ago
Auto pair when deployed, if you have code lock access
13 Days Ago
Client IO lines parenting (missed some files)
13 Days Ago
13 Days Ago
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
15 Days Ago
Unpair all door controllers when TC is destroyed
15 Days Ago
Door controllers are now deployable on doors like codelocks Added 3 new aux inputs: 'Open', 'Close' and 'Toggle' Various code cleanup, codegen