userJarryd Campicancel
branchrust_reboot/main/elevator_blockcancel

66 Commits over 0 Days - ∞cph!

Today
Removed need for button collider check
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Today
Changed layer of lift entity to deployed
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Today
Better accuracy when picking which button to highlight when raising/lowering elevator
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Today
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)
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Yesterday
Merge from main
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Yesterday
Fixed saved flag on lift entity
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Yesterday
Assigned gibs
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Yesterday
Cleanup
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Yesterday
Fixed thrown weapons disappearing when thrown at some areas of the elevator
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Yesterday
Fix NRE when shooting elevator call button
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Yesterday
Update call button colliders Move gizmo rendering to OnDrawGizmosSelected
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3 Days Ago
Moved elevator to deployed layer, fixes being able to deploy things on top of the elevator
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3 Days Ago
Reduced size of top prevent building collider to allow floors to built over the top of the elevator Added a building block socket mod to prevent building if there is a building block over the top of the elevator Admin killing the lift entity will now admin kill the parent elevator block
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3 Days Ago
Elevator interact icons
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3 Days Ago
Fixed not being able to shoot through wire mesh on side of elevator shaft
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3 Days Ago
Remove cookie texture on elevator light Turn off emission on elevator material by default to stop it appearing lit in gibs (we turn it on/off via elevator logic anyway)
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3 Days Ago
Increase elevator power usage to 10 while it's moving (uses 1 power while idle)
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3 Days Ago
Even more volume tweaks
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3 Days Ago
More prevent building volume tweaks
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3 Days Ago
Elevators can now only be built up to 6 floors high
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3 Days Ago
Deploy volume tweaks
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4 Days Ago
Save lift entity between reboots, don't parent it to the lift bone Added a client only, distance gated update to manage the cable renderers Remove MoveLift RPC (not needed anymore) Consolidate cleanup calls Update parenting volume layers
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4 Days Ago
Unsaved
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4 Days Ago
Transfer any damage applied to the elevator lift to the elevator parent
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4 Days Ago
Collider changes to allow building floor over the top of the elevator and not allow placing deployables on top of the elevator
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4 Days Ago
Tweaked call button colliders
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4 Days Ago
Strip some colliders on the server Better EntityMenu conditions
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4 Days Ago
Converted call elevator functionality to use EntityLinkBroadcast Added a new EntityLinkBroadcast method that only traverses a specific type of socket
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4 Days Ago
Lots of cleanup and code removal now that sockets are being used
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5 Days Ago
Removed SocketMod_ElevatorRotation (no longer needed)
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5 Days Ago
Reworked elevator connections to use construction sockets instead of bounds overlaps
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5 Days Ago
Fixed a case where elevators wouldn't notify neighbours if they were killed via a kill command
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5 Days Ago
Elevator now inherits from StabilityEntity instead of AnimatedBuildingBlock
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5 Days Ago
Tweaked prevent building volumes to prevent being able to build a floor at half height through an elevator
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5 Days Ago
Convert the lift section of the elevator into it's own entity
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5 Days Ago
Updated elevator description
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5 Days Ago
Fixed not being able to rotate elevator block
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5 Days Ago
Fixed hurt trigger starting active Fixed hurt trigger applying damage incorrectly in listen server
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8 Days Ago
Update fence collider layer
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8 Days Ago
Tweaked prevent building volume to stop blocking wire tool access
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8 Days Ago
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it
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8 Days Ago
Lift mesh is now marked as wood so it uses correct hit effects
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8 Days Ago
Cleanup
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8 Days Ago
Remove topFloor bool from save data, use a flag instead Fixed a couple of cleanup issues
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8 Days Ago
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8 Days Ago
Fixed protection type on elevator so it can take damage
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8 Days Ago
Merge from main
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9 Days Ago
Prevent building layer fix
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9 Days Ago
Compile fixes
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9 Days Ago
Fixed some lod/culling issues on the cables
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