12,474 Commits over 2,131 Days - 0.24cph!
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Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
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Manifest, merge fixes, codegen
Merge from map_optimisation
Use RustLayout on shop map marker cluster
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Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
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
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Move life story update into an ObjectWorkQueue
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Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
More refactoring, just place a static elevator block at every floor
Save/Load fixes
Fixed incorrect floor position at top floor
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
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