userJarryd Campicancel

11,890 Commits over 2,466 Days - 0.20cph!

3 Years Ago
Icons, fixed NRE's when using a gesture with nothing equipped
3 Years Ago
Moved the door manipulator on one of the stairwells
3 Years Ago
Increased elevator speed per metre (1.5 -> 2.5)
3 Years Ago
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky) Moved the gesture configs into a scriptable object Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
3 Years Ago
Revert unintended craggy change
3 Years Ago
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
3 Years Ago
Replaced all of the elevator buttons
3 Years Ago
Merge from workcart/button (stomped button placement, will need to reapply)
3 Years Ago
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3 Years Ago
Remove accidental throw in ServerMgr Invoke the boat flag change and remove the per frame check so the latest flags are always set Don't use a local boolean when adding to queues, just rely on the builtin contains check
3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
3 Years Ago
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3 Years Ago
Manifest, merge fixes, codegen
3 Years Ago
Merge from map_optimisation
3 Years Ago
Use RustLayout on shop map marker cluster
3 Years Ago
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3 Years Ago
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3 Years Ago
Revert accidental changes to deployable elevator
3 Years Ago
S2P tunnel entrance, run some more DoPrepare Fixes missing top elevator at tunnel entrance
3 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
3 Years Ago
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3 Years Ago
Move life story update into an ObjectWorkQueue
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
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3 Years Ago
Comments, cleanup
3 Years Ago
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
3 Years Ago
Fix broken prefab
3 Years Ago
More refactoring, just place a static elevator block at every floor
3 Years Ago
Save/Load fixes Fixed incorrect floor position at top floor
3 Years Ago
Compile fix
3 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