userJarryd Campicancel
branchrust_reboot/main/elevator_blockcancel

112 Commits over 30 Days - 0.16cph!

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