branchrust_reboot/main/elevator_blockcancel
133 Commits over 92 Days - 0.06cph!
Updated IO socket positions to match new model
Removed buttons and button boxes, replaced them with a socket outlet box to hook up electric cables. Updated relevant prefabs
Removed need for button collider check
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)
more accurate elevator fence colliders
Moved garage door lock position higher
Fixed saved flag on lift entity
Fixed thrown weapons disappearing when thrown at some areas of the elevator
Fix NRE when shooting elevator call button
Update call button colliders
Move gizmo rendering to OnDrawGizmosSelected
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
Reduced size of top prevent building collider to allow floors to built over the top of the elevator
Added a building block socket mod to prevent building if there is a building block over the top of the elevator
Admin killing the lift entity will now admin kill the parent elevator block
Fixed not being able to shoot through wire mesh on side of elevator shaft
Remove cookie texture on elevator light
Turn off emission on elevator material by default to stop it appearing lit in gibs (we turn it on/off via elevator logic anyway)
Increase elevator power usage to 10 while it's moving (uses 1 power while idle)
More prevent building volume tweaks
Elevators can now only be built up to 6 floors high
Save lift entity between reboots, don't parent it to the lift bone
Added a client only, distance gated update to manage the cable renderers
Remove MoveLift RPC (not needed anymore)
Consolidate cleanup calls
Update parenting volume layers
Transfer any damage applied to the elevator lift to the elevator parent
Collider changes to allow building floor over the top of the elevator and not allow placing deployables on top of the elevator
Tweaked call button colliders
Strip some colliders on the server
Better EntityMenu conditions
Converted call elevator functionality to use EntityLinkBroadcast
Added a new EntityLinkBroadcast method that only traverses a specific type of socket
Lots of cleanup and code removal now that sockets are being used
Changed lift call button and button boxes placement further center. Updated relevant prefabs
Removed SocketMod_ElevatorRotation (no longer needed)
Changed lift call button and button boxes placement to avoid being covered by walls and frames, updated relevant prefabs
Reworked elevator connections to use construction sockets instead of bounds overlaps
Fixed a case where elevators wouldn't notify neighbours if they were killed via a kill command
Elevator now inherits from StabilityEntity instead of AnimatedBuildingBlock
Tweaked prevent building volumes to prevent being able to build a floor at half height through an elevator
Convert the lift section of the elevator into it's own entity
Updated elevator description
Fixed not being able to rotate elevator block
Fixed hurt trigger starting active
Fixed hurt trigger applying damage incorrectly in listen server
Update fence collider layer
Tweaked prevent building volume to stop blocking wire tool access
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it