branchrust_reboot/main/elevator_blockcancel
                         
                     
             
         
     
    
        
112 Commits over 30 Days - 0.16cph!
    
    
    
        
            
            
            
                
                Elevator uses 5 power at all times instead of changing power consumption based on whether it's being used or not
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Added an editor button to update the read only socket name if it needs updating
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a trigger to the bottom of the lift that repositions ragdolls on top of the lift if it detects a ragdoll beneath it
 
                
                
                
                
                
             
         
        
            
            
            
                
                The hurt volume on the bottom of the elevator lift will now also hurt AI's (including horses)
Increased damage dealt by the hurt volume
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add another prevent building volume to block deployable placement on elevator floor (but not block upgrades)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added a screenshake when the elevator arrives at a floor
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased elevator health (250 -> 600)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased elevator speed (time per floor 3s -> 2s)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved elevator to electrical category
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed incorrect rotation check in elevator socket
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update floor socket name (in prefab and script)
Manifest update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't allow the lift to move if a vehicle is in the lift space
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable elevator component
Kill lift if it gets admin killed and it has no parent
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use InvokeRepeating instead of Update
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed some placement and ground watch issues
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed top section gibs appearing for every piece of the elevator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated ground watch layer to include deployed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable update loop on elevator when it's not actively moving
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Better LOD values for elevator buttons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed lift cable not animating
Added ground watch components to elevator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove unused parent entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hopefully fixed thrown explosives getting parented to disabled parents on the client
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Expanded bullet penetration bounds on shaft sides
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated IO socket positions to match new model
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed need for button collider check
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed layer of lift entity to deployed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better accuracy when picking which button to highlight when raising/lowering elevator
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)