userJarryd Campicancel
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12,474 Commits over 2,131 Days - 0.24cph!

4 Years Ago
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4 Years Ago
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4 Years Ago
▅▄▌██ ▆█▌▌ ▇▅▌█▄▊▍▌▉▋/▅█▉
4 Years Ago
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4 Years Ago
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4 Years Ago
Merge from main
4 Years Ago
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
4 Years Ago
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4 Years Ago
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Manifest, merge fixes, codegen
4 Years Ago
Merge from map_optimisation
4 Years Ago
Use RustLayout on shop map marker cluster
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Revert accidental changes to deployable elevator
4 Years Ago
S2P tunnel entrance, run some more DoPrepare Fixes missing top elevator at tunnel entrance
4 Years Ago
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting) Ran DoPrepare on elevator.static.top to fix prefab id
4 Years Ago
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4 Years Ago
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4 Years Ago
Move life story update into an ObjectWorkQueue
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Comments, cleanup
4 Years Ago
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
4 Years Ago
Fix broken prefab
4 Years Ago
More refactoring, just place a static elevator block at every floor
4 Years Ago
Save/Load fixes Fixed incorrect floor position at top floor
4 Years Ago
Compile fix
4 Years Ago
More static elevator work Added an ElevatorStaticFloor Trigger that designates a floor Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units Floor triggers can be placed at arbitrary heights
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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