115,994 Commits over 3,959 Days - 1.22cph!
AIEventData basics. Events trigger. Test data.
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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
merge from oceanlevel_deployable_fix
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Reworked elevator connections to use construction sockets instead of bounds overlaps
Working lightning storm horizon system & prefab
Shuriken system for horizon lightning storms WIP
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
Various perf optimizations.
Better emission shape for cam tracking.
Small effect iterations.
Packed rain & snow into code prefabs.
Fixed hurt trigger starting active
Fixed hurt trigger applying damage incorrectly in listen server
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wip AI state events & listener.
Do entity order validate before calling CreateOrUpdateEntity so the counter isn't corrupted if CreateOrUpdateEntity throws an exception
Include additional info in disconnect message when entity order validate fails
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Fixed serialization issue with camera script
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
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
Lift mesh is now marked as wood so it uses correct hit effects
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Fix editor scene error when selecting an IOEntity with a null output array
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Remove topFloor bool from save data, use a flag instead
Fixed a couple of cleanup issues
Shrink the wounded/sleeping collider a little more
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
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Fixed protection type on elevator so it can take damage
Collider size is now refreshed on bots as well as real players
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