13,128 Commits over 2,831 Days - 0.19cph!
Revert unintended craggy change
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
Replaced all of the elevator buttons
Merge from workcart/button (stomped button placement, will need to reapply)
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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
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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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