userJarryd Campicancel

14,724 Commits over 2,619 Days - 0.23cph!

6 Years Ago
Replaced all of the elevator buttons
6 Years Ago
Merge from workcart/button (stomped button placement, will need to reapply)
6 Years Ago
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6 Years Ago
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6 Years Ago
Remove accidental throw in ServerMgr Invoke the boat flag change and remove the per frame check so the latest flags are always set Don't use a local boolean when adding to queues, just rely on the builtin contains check
6 Years Ago
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6 Years Ago
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6 Years Ago
Merge from main
6 Years Ago
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
6 Years Ago
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6 Years Ago
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6 Years Ago
Use RustLayout on shop map marker cluster
6 Years Ago
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6 Years Ago
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6 Years Ago
Revert accidental changes to deployable elevator
6 Years Ago
S2P tunnel entrance, run some more DoPrepare Fixes missing top elevator at tunnel entrance
6 Years Ago
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting) Ran DoPrepare on elevator.static.top to fix prefab id
6 Years Ago
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6 Years Ago
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6 Years Ago
Move life story update into an ObjectWorkQueue
6 Years Ago
Merge from main
6 Years Ago
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6 Years Ago
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6 Years Ago
Comments, cleanup
6 Years Ago
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
6 Years Ago
Fix broken prefab
6 Years Ago
More refactoring, just place a static elevator block at every floor
6 Years Ago
Save/Load fixes Fixed incorrect floor position at top floor
6 Years Ago
Compile fix
6 Years Ago
More static elevator work Added an ElevatorStaticFloor Trigger that designates a floor Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units Floor triggers can be placed at arbitrary heights
6 Years Ago
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