13,600 Commits over 2,710 Days - 0.21cph!
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Merge from elevator_block
Fixed top section gibs appearing for every piece of the elevator
Updated ground watch layer to include deployed
Disable update loop on elevator when it's not actively moving
Better LOD values for elevator buttons
Fixed lift cable not animating
Added ground watch components to elevator
Remove unused parent entity
Hopefully fixed thrown explosives getting parented to disabled parents on the client
Expanded bullet penetration bounds on shaft sides
Merge from elevator_block
Updated IO socket positions to match new model
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Merge from elevator_block
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Removed need for button collider check
Merge from elevator_block
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Changed layer of lift entity to deployed
Better accuracy when picking which button to highlight when raising/lowering elevator
Convert Elevator to an IOEntity and add inputs for players to hook up buttons to call the elevator to a specific floor
Remove built in menu option to call an elevator (mesh will need updating)
Enabled pickup on the powered water purifier
Clamp admin time to 0-24 (if it's above 0)
Fixed saved flag on lift entity
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Fixed thrown weapons disappearing when thrown at some areas of the elevator
Fix NRE when shooting elevator call button
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Update call button colliders
Move gizmo rendering to OnDrawGizmosSelected
Merge from elevator_block
Moved elevator to deployed layer, fixes being able to deploy things on top of the elevator
Reduced size of top prevent building collider to allow floors to built over the top of the elevator
Added a building block socket mod to prevent building if there is a building block over the top of the elevator
Admin killing the lift entity will now admin kill the parent elevator block
Merge from elevator_block
Fixed not being able to shoot through wire mesh on side of elevator shaft
Merge from elevator_block
Remove cookie texture on elevator light
Turn off emission on elevator material by default to stop it appearing lit in gibs (we turn it on/off via elevator logic anyway)