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Re-Enable automatic belt placement
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parent
4bed0cacec
commit
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@ -5,13 +5,15 @@ export const CHANGELOG = [
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entries: [
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entries: [
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"Huge belt performance improvements - up to 50% increase",
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"Huge belt performance improvements - up to 50% increase",
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"Preparations for the wires update",
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"Preparations for the wires update",
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"Update belt placement performance on huge factories (by Phlosioneer)",
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"Allow clicking on variants to select them",
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"Allow clicking on variants to select them",
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"Allow clicking 'Q' over a shape or color patch to automatically select the miner building (by Gerdon262)",
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"Add 'copy key' button to shape viewer",
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"Add 'copy key' button to shape viewer",
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"Fix deconstruct sound being played when right clicking hub",
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"Add setting (on by default) to store the last used rotation per building instead of globally storing it (by Magos)",
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"Add more FPS to the belt animation",
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"Add more FPS to the belt animation",
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"Fix deconstruct sound being played when right clicking hub",
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"Allow clicking 'Q' over a shape or color patch to automatically select the miner building (by Gerdon262)",
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"Update belt placement performance on huge factories (by Phlosioneer)",
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"Fix duplicate waypoints with a shape not rendering (by hexy)",
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"Fix smart tunnel placement deleting wrong tunnels (by mordof)",
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"Add setting (on by default) to store the last used rotation per building instead of globally storing it (by Magos)",
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"Added chinese (traditional) translation",
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"Added chinese (traditional) translation",
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"Updated translations",
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"Updated translations",
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],
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],
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@ -1018,7 +1018,6 @@ export class BeltPath extends BasicSerializableObject {
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worldPos.y + 2
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worldPos.y + 2
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);
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);
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progress += nextDistanceAndItem[_nextDistance];
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progress += nextDistanceAndItem[_nextDistance];
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nextDistanceAndItem[_item].draw(worldPos.x, worldPos.y, parameters, 10);
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}
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}
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for (let i = 0; i < this.entityPath.length; ++i) {
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for (let i = 0; i < this.entityPath.length; ++i) {
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@ -129,7 +129,6 @@ export class MetaBeltBaseBuilding extends MetaBuilding {
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updateVariants(entity, rotationVariant) {
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updateVariants(entity, rotationVariant) {
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entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
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entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
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entity.components.ItemEjector.slots[0].direction = arrayBeltVariantToRotation[rotationVariant];
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entity.components.ItemEjector.slots[0].direction = arrayBeltVariantToRotation[rotationVariant];
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entity.components.StaticMapEntity.spriteKey = null;
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entity.components.StaticMapEntity.spriteKey = null;
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}
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}
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