196,190 Commits over 4,110 Days - 1.99cph!
Cached shader property hashes
zeroed transform on dwellings for correct preview
added spawners to the gingerbread timber mine prefabs
Updated xmas tunnel entrance prefab
XMas NPC dwellings base prefabs with destroyable barricades in
made the xmas cookie barricade and crate destroyable entities
Tweaks to Workshop view and Adding Item Store view
Bug fix in editor where wrong frustum planes can be used for culling
enabled crunch compression on some new textures missing it
enabled crunch compression on some new textures missing it
Fixed modular car fuel tank not needing keycode entry
Re-exported keypad models with correct vertex normals on all LODs
Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
WIP adding translation support and icons for all steps of the filter process
Can now switch between pipe colours
Added support for conveyors to use item categories as filters (food, weapons, ammunition, etc)
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
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Switch F1 menu to pixel scaling when it goes below 1080p
Oops, reverting a file I didn't mean to commit
Clicking between buttons on the keycode entry UI no longer closes it (applies to both vehicle and door keycodes). Clicking outside the button area still closes it.
Adjusted deployment & colliders of all IO entities to prevent clipping into floors
Fixed caboose candles clipping
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Reapplied BaseAiBrain changes that were stomped in
77185
Manifest
Added visuals for modular car code entry blocked state (matches the visuals on the door code locks)
Static snow machine chill zone uses a box collider instead of capsule, because TriggerTemperature doesn't support anything else.
Finished exterior of the tunnel entrance
Updated cream pile texture
first iteration of the coloured pipe textures
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
Scene2Prefab on quarry monuments
Quarry & pumpjack now 2 minute / diesel
Scene2Prefab
Added support for modular car keylocks to authcount console command
Placed public bench chairs in the scene
Removed visible code lock from 2module_passengers
Hopefully fix harmony hotloading once and for all
Public bench chairs
- Finished texturing
- Created LODs
- Created colliders
- Set prefabs
Fixed mine_tnl_exit_xmas mesh
Exported entrance door as a separate mesh
Removed door from the entrance mesh