13,600 Commits over 2,710 Days - 0.21cph!
Fix engine stats not appearing when inspecting an engine on a car
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Merge from pushbuttonburst
Return passthrough even if unpowered (behaviour is unchanged)
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Merge from elevator_block
Fixed non-normal textures not being able to export from the workshop UI
Added an editor button to update the read only socket name if it needs updating
Sort displayed cameras alphabetically
Show a list of cameras in the Editor Window with a toggle and solo option
Added a trigger to the bottom of the lift that repositions ragdolls on top of the lift if it detects a ragdoll beneath it
Increased drag (0.05 -> 0.1) and lowered paddle force (1 -> 0.7) when there are two players mounted to a kayak
The hurt volume on the bottom of the elevator lift will now also hurt AI's (including horses)
Increased damage dealt by the hurt volume
Add another prevent building volume to block deployable placement on elevator floor (but not block upgrades)
Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
Merge from elevator_block
Merge from elevator_block
The Push Button will now send a small burst of electricity when pressed, even if it has no input
Some cinematic commands for managing multiple cameras:
debug.listcameras lists every camera
debug.setdisplay modifies the target display of a given camera
debug.solocam enables the given camera and turns off all others (except the gameplay camera)
Added a screenshake when the elevator arrives at a floor
Horses now parent to elevators
Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
Increased elevator health (250 -> 600)
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
Increased elevator speed (time per floor 3s -> 2s)
Moved elevator to electrical category
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
Fixed incorrect rotation check in elevator socket
Fix being able to block shaft with triangle floor piece
Fixed elevators connecting to each other through entities placed in a floor frame
Can no longer build elevators on top of an entity placed in a floor frame
Update floor socket name (in prefab and script)
Manifest update
Don't allow the lift to move if a vehicle is in the lift space
Merge from elevator_block
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
Merge from elevator_block
Explicitly don't allow elevator connections if there is a floor between blocks (was inconsistent before)
Don't allow EntityLinks between elevator blocks if there is a floor between the blocks
Kill elevator blocks during OnPhysicsNeighbourChanged if they don't have a floor or connected elevator beneath them (verified via entity links and not the regular ground check)
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
Enable elevator component
Kill lift if it gets admin killed and it has no parent
Use InvokeRepeating instead of Update
Fixed some placement and ground watch issues