130,452 Commits over 4,232 Days - 1.28cph!
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Removed need for button collider check
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Changed layer of lift entity to deployed
WIP spectator networking stuff
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)
Don't allow auto turrets to retaliate against gun traps
Added trail connection points to various small monuments that didn't have proper road connection points before
Added trail road type, generated after both ring road and side roads have been created
New benchmark demo for HDRP
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Better mainland topology generation (fixes some things that looked like islands being considered mainland)
more accurate elevator fence colliders
Reduced chance of finding T1 car parts at road and water junkpiles (road side monuments remain unchanged)
Moved garage door lock position higher
Keep at least 50m distance to any monuments when selecting a beach spawn point
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
Fix NRE when shooting elevator call button
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Aurora iteration & file cleanup.
Networkable lightning system prefabs.
Cleanup.
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Update call button colliders
Move gizmo rendering to OnDrawGizmosSelected
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Changed lift call button and button boxes placement. Updated relevant prefabs
Moved elevator to deployed layer, fixes being able to deploy things on top of the elevator