branchrust_reboot/main/WorkCartcancel
26 Commits over 0 Days - ∞cph!
Show a proper name ("Tunnel Dweller") on loot panel
Fix HostileNote NRE in scenes with no terrain (editor fix)
Fixed top floor door behaving inconsistently on static elevators (ElevatorAtFloor wasn't working correctly at the top)
Buttons in elevator shafts now read "Call Elevator" when interacting
Fixed elevator doors not opening if you called an elevator from the floor it's currently on
S2P entrance monument
Comment out DDraw in TrainEngine.Server
Server/Editor only OnDrawGizmosSelected in AIMovePoint
Elevators will no longer move if you go up or down a floor and you're at the top or bottom of the shaft
Fixes screen shake bounce happening when the elevator hasn't moved
Improved gib positioning for conditional models on building blocks (particularly stone foundation)
Add rottingflies.hide admin convar to disable flies pfx
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu)
Fixed go to top/bottom using the same description phrases as the single floor option
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
Remove gibbable component (static elevator lift is immortal)
Cleaned up some colliders and fixed physics surface
Fixed jittering when travelling down in the static elevator
More foot ik work:
Remove new trigger added this morning
Fixed foot placement IK ray mask hitting incorrect vehicle layers
IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required)
This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
Fixed hand IK grip targets in workcart cabin
Add foot IK trigger to workcarts
Fix foot ik changes not applying while parented (whoops)
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
Moved the door manipulator on one of the stairwells
Increased elevator speed per metre (1.5 -> 2.5)
Revert unintended craggy change
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor
Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
Replaced all of the elevator buttons
Merge from workcart/button (stomped button placement, will need to reapply)
Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
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