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