branchrust_reboot/main/elevator_blockcancel
133 Commits over 92 Days - 0.06cph!
Lift mesh is now marked as wood so it uses correct hit effects
Remove topFloor bool from save data, use a flag instead
Fixed a couple of cleanup issues
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Fixed protection type on elevator so it can take damage
Prevent building layer fix
Fixed some lod/culling issues on the cables
Elevator will now adjust the lift position if a piece of the elevator shaft is removed that causes the lift position to become invalid
Fixed incorrect parenting on oversized button colliders
Update neighbouring elevator states when an elevator piece is killed/picked up
Fixed some neighbour detection edge cases
Fixed elevator IO name not displaying
Fixed being able to pickup an entity without a hammer even if require hammer is enabled
Icon and description typo fixes
Added an IOEntity child to the elevator to handle powered state
Fixed some save/load issues
Can now be deployed on floor/foundation as well as floor frames
Moved prefab position back to above pivot
Update collider positions and other components based on new prefab position
rotation fix on lift bone, updated prefabs accordingly
Better rotation socket mod check
Kill parenting volume if elevator is destroyed
Spawn a separate entity to parent players for smooth movement
Add up/down button support and call to floor support
Ensure blocks are the same rotation, some conditional model stuff
Prefab and item setup, WIP code
elevator prefab - lighting
Skinned mesh for elevator cable reel operational
Elevator prefabs update
Added LODs/Gibs/Colliders/Guides for deployables
elevator prefabs - placeholder hierarchy