126,744 Commits over 4,109 Days - 1.29cph!
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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)
Merge from elevator_block
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
Merge from elevator_block
Moved elevator to deployed layer, fixes being able to deploy things on top of the elevator
Updating Facepunch.Steamworks
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
Added AIMemoryBank<T>.
Added AIMemory,
Pass memory to event execution.
Updated test events to use memory.
Merge from elevator_block
Fixed not being able to shoot through wire mesh on side of elevator shaft
Merge from elevator_block
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)
Fixed gib warning on loot barrels
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Merge from elevator_block