userJarryd Campicancel

13,592 Commits over 2,466 Days - 0.23cph!

6 Years Ago
Merge from main
6 Years Ago
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)
6 Years Ago
Added a screenshake when the elevator arrives at a floor
6 Years Ago
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)
6 Years Ago
Increased elevator health (250 -> 600)
6 Years Ago
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
6 Years Ago
Increased elevator speed (time per floor 3s -> 2s)
6 Years Ago
Moved elevator to electrical category
6 Years Ago
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
6 Years Ago
Merge from main
6 Years Ago
Fixed incorrect rotation check in elevator socket
6 Years Ago
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
6 Years Ago
Update floor socket name (in prefab and script) Manifest update
6 Years Ago
Don't allow the lift to move if a vehicle is in the lift space
6 Years Ago
Remove DDraw
6 Years Ago
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
6 Years Ago
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)
6 Years Ago
Merge from voiceprops
6 Years Ago
Unsaved
6 Years Ago
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
6 Years Ago
Enable elevator component Kill lift if it gets admin killed and it has no parent
6 Years Ago
Use InvokeRepeating instead of Update
6 Years Ago
Merge from main
6 Years Ago
Cleanup
6 Years Ago
Fixed some placement and ground watch issues
6 Years Ago
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6 Years Ago
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6 Years Ago
Cleanup
6 Years Ago
Update icon
6 Years Ago
Fixed top section gibs appearing for every piece of the elevator
6 Years Ago
Updated ground watch layer to include deployed
6 Years Ago
Disable update loop on elevator when it's not actively moving
6 Years Ago
Animate lift buttons
6 Years Ago
Better LOD values for elevator buttons
6 Years Ago
Fixed lift cable not animating Added ground watch components to elevator
6 Years Ago
Remove unused parent entity
6 Years Ago
Hopefully fixed thrown explosives getting parented to disabled parents on the client
6 Years Ago
Remove some unused logic
6 Years Ago
Expanded bullet penetration bounds on shaft sides
6 Years Ago
Doubled crush damage
6 Years Ago
Updated IO socket positions to match new model
6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
Removed need for button collider check
6 Years Ago
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6 Years Ago
Changed layer of lift entity to deployed
6 Years Ago
Better accuracy when picking which button to highlight when raising/lowering elevator
6 Years Ago
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)
6 Years Ago
Merge from main