userJarryd Campicancel
branchrust_reboot/main/elevator_blockcancel

112 Commits over 30 Days - 0.16cph!

4 Years Ago
Merge from main
4 Years Ago
Fixed saved flag on lift entity
4 Years Ago
Assigned gibs
4 Years Ago
Cleanup
4 Years Ago
Fixed thrown weapons disappearing when thrown at some areas of the elevator
4 Years Ago
Fix NRE when shooting elevator call button
4 Years Ago
Update call button colliders Move gizmo rendering to OnDrawGizmosSelected
4 Years Ago
Moved elevator to deployed layer, fixes being able to deploy things on top of the elevator
4 Years 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
4 Years Ago
Elevator interact icons
4 Years Ago
Fixed not being able to shoot through wire mesh on side of elevator shaft
4 Years 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)
4 Years Ago
Increase elevator power usage to 10 while it's moving (uses 1 power while idle)
4 Years Ago
Even more volume tweaks
4 Years Ago
More prevent building volume tweaks
4 Years Ago
Elevators can now only be built up to 6 floors high
4 Years Ago
Deploy volume tweaks
4 Years 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
4 Years Ago
Unsaved
4 Years Ago
Transfer any damage applied to the elevator lift to the elevator parent
4 Years Ago
Collider changes to allow building floor over the top of the elevator and not allow placing deployables on top of the elevator
4 Years Ago
Tweaked call button colliders
4 Years Ago
Strip some colliders on the server Better EntityMenu conditions
4 Years Ago
Converted call elevator functionality to use EntityLinkBroadcast Added a new EntityLinkBroadcast method that only traverses a specific type of socket
4 Years Ago
Lots of cleanup and code removal now that sockets are being used
4 Years Ago
Removed SocketMod_ElevatorRotation (no longer needed)
4 Years Ago
Reworked elevator connections to use construction sockets instead of bounds overlaps
4 Years Ago
Fixed a case where elevators wouldn't notify neighbours if they were killed via a kill command
4 Years Ago
Elevator now inherits from StabilityEntity instead of AnimatedBuildingBlock
4 Years Ago
Tweaked prevent building volumes to prevent being able to build a floor at half height through an elevator
4 Years Ago
Convert the lift section of the elevator into it's own entity
4 Years Ago
Updated elevator description
4 Years Ago
Fixed not being able to rotate elevator block
4 Years Ago
Fixed hurt trigger starting active Fixed hurt trigger applying damage incorrectly in listen server
4 Years Ago
Update fence collider layer
4 Years Ago
Tweaked prevent building volume to stop blocking wire tool access
4 Years Ago
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it
4 Years Ago
Lift mesh is now marked as wood so it uses correct hit effects
4 Years Ago
Cleanup
4 Years Ago
Remove topFloor bool from save data, use a flag instead Fixed a couple of cleanup issues
4 Years Ago
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4 Years Ago
Fixed protection type on elevator so it can take damage
4 Years Ago
Merge from main
4 Years Ago
Prevent building layer fix
4 Years Ago
Compile fixes
4 Years Ago
Fixed some lod/culling issues on the cables
4 Years Ago
Elevator will now adjust the lift position if a piece of the elevator shaft is removed that causes the lift position to become invalid
4 Years Ago
Fixed incorrect parenting on oversized button colliders
4 Years Ago
Update neighbouring elevator states when an elevator piece is killed/picked up Fixed some neighbour detection edge cases Fixed elevator IO name not displaying
4 Years Ago
Fixed being able to pickup an entity without a hammer even if require hammer is enabled