12,023 Commits over 2,527 Days - 0.20cph!
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
Fix editor scene error when selecting an IOEntity with a null output array
Remove topFloor bool from save data, use a flag instead
Fixed a couple of cleanup issues
Fixed protection type on elevator so it can take damage
Merge from SecretLabChair
Prevent building layer fix
Fixed some lod/culling issues on the cables
Elevator will now adjust the lift position if a piece of the elevator shaft is removed that causes the lift position to become invalid
Fixed incorrect parenting on oversized button colliders
Update neighbouring elevator states when an elevator piece is killed/picked up
Fixed some neighbour detection edge cases
Fixed elevator IO name not displaying
Fixed being able to pickup an entity without a hammer even if require hammer is enabled
Fixed loot barrel gibs not using the correct material
Fix kayaks not decaying at the intended rate
Boom box now requires power in slot 0 to work, slot 1 is now used to toggle on/off
Icon and description typo fixes
Added an IOEntity child to the elevator to handle powered state
Fixed some save/load issues
Can now be deployed on floor/foundation as well as floor frames
Moved prefab position back to above pivot
Update collider positions and other components based on new prefab position
Better rotation socket mod check
Kill parenting volume if elevator is destroyed
Spawn a separate entity to parent players for smooth movement
Add up/down button support and call to floor support
Ensure blocks are the same rotation, some conditional model stuff
Prefab and item setup, WIP code
Put gib override inspector behind a foldout (tied to an EditorPref so it can be toggled off/on project wide and the setting is remembered)
Fix search placeholder label appearing when opening the crafting menu even if text is in the search bar
Fix not being able to place water items (boogie board/kayak/etc) on water if the ocean level has been changed
Some more logs for audio issue, output files for external inspection
Better capsule auto sizing
Assigned gibs for:
Rechargeable batteries
Fridge
Hitch and Trough
Furnace
Fireplace
Dropbox
Locker
Mailbox
Mixing Table
Modular car lift
Adjusted a bunch of audio falloff ranges
Add some logs to debug sample rate issues in build
Fix gibbable editor displaying a mesh when no meshes have overrides
Redo player prefab changes
Protobuf definitions, codegen, manifest
Fixed gib scale on RF Broadcaster
Merge from main -> gib_pool/deployables