13,600 Commits over 2,710 Days - 0.21cph!
Increase elevator power usage to 10 while it's moving (uses 1 power while idle)
Fixed gib warning on loot barrels
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Merge from elevator_block
More prevent building volume tweaks
Elevators can now only be built up to 6 floors high
Merge from elevator_block
Save lift entity between reboots, don't parent it to the lift bone
Added a client only, distance gated update to manage the cable renderers
Remove MoveLift RPC (not needed anymore)
Consolidate cleanup calls
Update parenting volume layers
Delete hi res materials folder
Merge from elevator_block
Transfer any damage applied to the elevator lift to the elevator parent
Collider changes to allow building floor over the top of the elevator and not allow placing deployables on top of the elevator
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Merge from elevator_block
Update protobuf definition numbers for easier merges
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Tweaked call button colliders
Strip some colliders on the server
Better EntityMenu conditions
Converted call elevator functionality to use EntityLinkBroadcast
Added a new EntityLinkBroadcast method that only traverses a specific type of socket
Lots of cleanup and code removal now that sockets are being used
Removed SocketMod_ElevatorRotation (no longer needed)
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Reworked elevator connections to use construction sockets instead of bounds overlaps
Fixed a case where elevators wouldn't notify neighbours if they were killed via a kill command
Elevator now inherits from StabilityEntity instead of AnimatedBuildingBlock
Tweaked prevent building volumes to prevent being able to build a floor at half height through an elevator
Convert the lift section of the elevator into it's own entity
Updated elevator description
Fixed not being able to rotate elevator block
Fixed hurt trigger starting active
Fixed hurt trigger applying damage incorrectly in listen server
Update fence collider layer
Tweaked prevent building volume to stop blocking wire tool access
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it
Lift mesh is now marked as wood so it uses correct hit effects
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Fix editor scene error when selecting an IOEntity with a null output array
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