branchrust_reboot/main/elevator_blockcancel

133 Commits over 92 Days - 0.06cph!

7 Days Ago
Elevator uses 5 power at all times instead of changing power consumption based on whether it's being used or not
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7 Days Ago
Merge from main
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31 Days Ago
Fix server compile error
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31 Days Ago
Merge from main
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31 Days Ago
Added an editor button to update the read only socket name if it needs updating
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31 Days Ago
elevator sounds
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32 Days Ago
Added a trigger to the bottom of the lift that repositions ragdolls on top of the lift if it detects a ragdoll beneath it
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32 Days Ago
The hurt volume on the bottom of the elevator lift will now also hurt AI's (including horses) Increased damage dealt by the hurt volume
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32 Days Ago
Merge from main
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32 Days Ago
Add another prevent building volume to block deployable placement on elevator floor (but not block upgrades)
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32 Days Ago
Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
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33 Days Ago
NRE fix
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33 Days Ago
Added a screenshake when the elevator arrives at a floor
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33 Days Ago
Horses now parent to elevators Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
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33 Days Ago
Increased elevator health (250 -> 600)
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33 Days Ago
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
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33 Days Ago
Increased elevator speed (time per floor 3s -> 2s)
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33 Days Ago
Moved elevator to electrical category
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33 Days Ago
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
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33 Days Ago
Merge from main
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33 Days Ago
merge from main
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33 Days Ago
added elevator to compound extra 2 sell orders (for testing may change in future)
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33 Days Ago
Fixed incorrect rotation check in elevator socket
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34 Days Ago
Fix being able to block shaft with triangle floor piece Fixed elevators connecting to each other through entities placed in a floor frame Can no longer build elevators on top of an entity placed in a floor frame
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34 Days Ago
don't use the exclude list on floor grill
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34 Days Ago
Update floor socket name (in prefab and script) Manifest update
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34 Days Ago
Don't allow the lift to move if a vehicle is in the lift space
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34 Days Ago
Remove DDraw
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34 Days Ago
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)
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34 Days Ago
Unsaved
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34 Days Ago
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
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34 Days Ago
Enable elevator component Kill lift if it gets admin killed and it has no parent
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34 Days Ago
Use InvokeRepeating instead of Update
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34 Days Ago
Merge from main
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34 Days Ago
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35 Days Ago
Cleanup
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35 Days Ago
cost tweaks
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35 Days Ago
Fixed some placement and ground watch issues
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35 Days Ago
Cleanup
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35 Days Ago
Update icon
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35 Days Ago
Fixed top section gibs appearing for every piece of the elevator
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35 Days Ago
Updated ground watch layer to include deployed
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35 Days Ago
Disable update loop on elevator when it's not actively moving
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35 Days Ago
Animate lift buttons
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35 Days Ago
Better LOD values for elevator buttons
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35 Days Ago
Fixed lift cable not animating Added ground watch components to elevator
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35 Days Ago
Remove unused parent entity
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35 Days Ago
Hopefully fixed thrown explosives getting parented to disabled parents on the client
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35 Days Ago
Remove some unused logic
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35 Days Ago
Expanded bullet penetration bounds on shaft sides
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