13,105 Commits over 2,831 Days - 0.19cph!
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
Merge from elevator_block
Explicitly don't allow elevator connections if there is a floor between blocks (was inconsistent before)
Don't allow EntityLinks between elevator blocks if there is a floor between the blocks
Kill elevator blocks during OnPhysicsNeighbourChanged if they don't have a floor or connected elevator beneath them (verified via entity links and not the regular ground check)
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
Enable elevator component
Kill lift if it gets admin killed and it has no parent
Use InvokeRepeating instead of Update
Fixed some placement and ground watch issues
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Merge from elevator_block
Fixed top section gibs appearing for every piece of the elevator
Updated ground watch layer to include deployed
Disable update loop on elevator when it's not actively moving
Better LOD values for elevator buttons
Fixed lift cable not animating
Added ground watch components to elevator
Remove unused parent entity
Hopefully fixed thrown explosives getting parented to disabled parents on the client
Expanded bullet penetration bounds on shaft sides
Merge from elevator_block
Updated IO socket positions to match new model
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Merge from elevator_block
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Removed need for button collider check
Merge from elevator_block
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Changed layer of lift entity to deployed
Better accuracy when picking which button to highlight when raising/lowering elevator
Convert Elevator to an IOEntity and add inputs for players to hook up buttons to call the elevator to a specific floor
Remove built in menu option to call an elevator (mesh will need updating)
Enabled pickup on the powered water purifier
Clamp admin time to 0-24 (if it's above 0)
Fixed saved flag on lift entity
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Fixed thrown weapons disappearing when thrown at some areas of the elevator