userJarryd Campicancel
reporust_rebootcancel

2,578 Commits over 428 Days - 0.25cph!

Today
Merge from elevator_block
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Today
NRE fix
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Today
Merge from elevator_block
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Today
The Push Button will now send a small burst of electricity when pressed, even if it has no input
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Today
Merge from main
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Today
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)
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Today
Added a screenshake when the elevator arrives at a floor
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Today
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)
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Today
Increased elevator health (250 -> 600)
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Today
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
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Today
Increased elevator speed (time per floor 3s -> 2s)
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Today
Moved elevator to electrical category
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Today
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
comment1 Comment
Today
Merge from main
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Yesterday
Fixed incorrect rotation check in elevator socket
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Yesterday
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
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Yesterday
Update floor socket name (in prefab and script) Manifest update
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Yesterday
Don't allow the lift to move if a vehicle is in the lift space
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Yesterday
Merge from elevator_block
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Yesterday
Remove DDraw
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Yesterday
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
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Yesterday
Merge from elevator_block
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Yesterday
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)
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Yesterday
Merge from voiceprops
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Yesterday
Unsaved
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Yesterday
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
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Yesterday
Enable elevator component Kill lift if it gets admin killed and it has no parent
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Yesterday
Use InvokeRepeating instead of Update
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Yesterday
Merge from main
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2 Days Ago
Cleanup
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3 Days Ago
Fixed some placement and ground watch issues
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3 Days Ago
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3 Days Ago
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3 Days Ago
Cleanup
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3 Days Ago
Merge from elevator_block
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3 Days Ago
Update icon
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3 Days Ago
Fixed top section gibs appearing for every piece of the elevator
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3 Days Ago
Updated ground watch layer to include deployed
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3 Days Ago
Disable update loop on elevator when it's not actively moving
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3 Days Ago
Animate lift buttons
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3 Days Ago
Better LOD values for elevator buttons
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3 Days Ago
Fixed lift cable not animating Added ground watch components to elevator
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3 Days Ago
Remove unused parent entity
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3 Days Ago
Hopefully fixed thrown explosives getting parented to disabled parents on the client
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3 Days Ago
Remove some unused logic
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3 Days Ago
Expanded bullet penetration bounds on shaft sides
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3 Days Ago
Doubled crush damage
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5 Days Ago
Merge from elevator_block
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5 Days Ago
Updated IO socket positions to match new model
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6 Days Ago
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