branchrust_reboot/main/sprinklercancel
47 Commits over 31 Days - 0.06cph!
hose vm rig, vm prefab, entity update
Don't invoke push liquid logic if no liquid is available
Rename some stuff for clarity
Sprinklers no longer have inbuilt storage
Remove water if no water is remaining
Allow splitter to be placed on any surface, not just walls
Mark barrel as a root entity to ensure drain calculations are updated as circuit is updated
Fixed stack overflow in drain calculation
Tiled hose texture for connected hoses
Hose world model hookup and outline
Update hose world model with proper mesh
Cache liquid drain amount and deduct via invoke
WIP better passthrough calculations
Hose models and materials
Water catcher loot panel on water barrel
Update water catcher loot panel to work with sprinkler
Increase water catcher storage and throughput amount
Removed 25% cap on liquid transfer
Increase fill amount
Water flow now tapers off while moving through an IO chain
Fixed some duplicate item ids
Fixed player.fillwater command not working if there was an empty belt slot
Cleanup some unneeded fuel logic
Use proper water catcher UI
Mark water item as dirty when pushing it through connections to update UI
Tweak fuel process, sprinkler only uses water loaded on to it and LiquidContainer is responsible for pushing water to various entities
Use IsConnectedTo check before splashing something, it's better solution than the earlier fix in
46160
Shrink sprinkler splash radius, expose radius as a gizmo
Move water catcher sockets to other side of entity
Hose tool now places proper hose lines while placing instead of cables
Fixed some gravity pump edge cases
Fixed fluid splitter marked as electric
Respect max stack size when moving fuel around
Sprinkler now only stores 10ml of water locally
Move apart water in/passthrough slots on sprinkler for easier use
Added a new "plumber" player inventory default
Add recursive checks for fuel transfer
Add some extra checks to stop recursive fuel connections
Add some extra checks to stop water re-entering network after being splashed
Rework water input gravity calculation to use handle location, not entity location (since water barrel plug is much higher than the water barrel root)
Show gravity warning on crosshair when connecting two water entities that need a pump
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