12,474 Commits over 2,131 Days - 0.24cph!
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Tweaked call button colliders
Strip some colliders on the server
Better EntityMenu conditions
Converted call elevator functionality to use EntityLinkBroadcast
Added a new EntityLinkBroadcast method that only traverses a specific type of socket
Lots of cleanup and code removal now that sockets are being used
Removed SocketMod_ElevatorRotation (no longer needed)
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Reworked elevator connections to use construction sockets instead of bounds overlaps
Fixed a case where elevators wouldn't notify neighbours if they were killed via a kill command
Elevator now inherits from StabilityEntity instead of AnimatedBuildingBlock
Tweaked prevent building volumes to prevent being able to build a floor at half height through an elevator
Convert the lift section of the elevator into it's own entity
Updated elevator description
Fixed not being able to rotate elevator block
Fixed hurt trigger starting active
Fixed hurt trigger applying damage incorrectly in listen server
Update fence collider layer
Tweaked prevent building volume to stop blocking wire tool access
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it
Lift mesh is now marked as wood so it uses correct hit effects
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Fix editor scene error when selecting an IOEntity with a null output array
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Remove topFloor bool from save data, use a flag instead
Fixed a couple of cleanup issues
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Fixed protection type on elevator so it can take damage
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Merge from SecretLabChair
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Prevent building layer fix
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Fixed some lod/culling issues on the cables
Elevator will now adjust the lift position if a piece of the elevator shaft is removed that causes the lift position to become invalid
Fixed incorrect parenting on oversized button colliders
Update neighbouring elevator states when an elevator piece is killed/picked up
Fixed some neighbour detection edge cases
Fixed elevator IO name not displaying
Fixed being able to pickup an entity without a hammer even if require hammer is enabled