126,876 Commits over 4,109 Days - 1.29cph!
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
Added PostExecute.
Clear accumulated delta times correctly.
Separated tick and execution.
Added execution rate limiting.
Events accumulate delta time between executions.
Hi res voice prop materials
Delete hi res materials folder
Merge from elevator_block
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
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Merge from elevator_block
Update protobuf definition numbers for easier merges
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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
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Roof left and right side trim conditional models are applied to both client and server (for the collider, fixes fly hack false positives)
Supressing no HDAdditionalLightData NREs and add a warning instead.
Added a few more tools to deal with HDAdditionalLightData
Fixed unable to plant next to sapling or higher stage berry bush in a planter
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.