userJarryd Campicancel

11,916 Commits over 2,466 Days - 0.20cph!

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
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
3 Years Ago
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3 Years Ago
Added new static variant of elevator for use in monuments - elevator.static.prefab Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields) Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
3 Years Ago
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