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)