201,362 Commits over 4,171 Days - 2.01cph!
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
Fix train_track_3x9 spline
Remove garbage gen in CheckAssignCollider
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Concert collision contacts loop to be garbage-free
Pookie bear deploy guide update
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
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Let manifest builds regenerate world splines
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Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
roadsign gloves skinnable
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting)
Ran DoPrepare on elevator.static.top to fix prefab id
Minor improvement to Ray-Traced Preview in Hammer, still needs work
Fixed Hammer views forcibly taking focus away from LightingPreviewWindow
Do not try to load filesystem_steam.dll/so/dylib since we do not ship it or use it
Fixed loading screen progress bar kinda going backwards in certain points, and added more steps to the very end
Prefab updates (OnlyVisibleUnderground tag)
OnlyVisibleUnderground tag
Fairly terrible system to hide train tunnels unless inside underground environment volume
Finished the light setup
Fixed objects with negative values
Fixed objects that did not cull
Various other prefab tweaks and fixes
raised lift button box to be easier to use
updated call buttons positions in lift prefab
added missing elevator call buttons to 1200 segments
detail pass on stairwell elevator model
realm removed some scripts on animal prefabs
same for NPCPlayerNavigator
Fix some BaseNavigator script changes getting lost between client/server switch
Static elevator lift prefab fixes
Added elevator prefabs to corridor / entrance prefabs
Fixed Elevator NREs when CableRoot or CableLod were not set
Split static elevator into top / floor prefab
Updated mesh on static elevator lift prefab
BaseNavigator can toggle braking. Follow path state disables braking.
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
Removing Elevator.PostServerLoad Debug.Log
Merge from static_elevator
Removing unused stair pieces prefabs