198,635 Commits over 4,140 Days - 2.00cph!
Fixed train wheel rotation visuals
Fix PlayerInventory.Take sometimes taking too many of an item
Let people know that -authkey is no longer needed if it is still in the srcds launch options
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Activate headlights by default when work cart engine startup completes
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data.
More new junkpile scientist prefab updates.
Fixed AIInformationZone.GetForPoint breaking if any entries are null.
Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether).
BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified.
Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
added skeletonskin to Jumpsuit skinned mesh renderers
Updated CPackedStoreReadCache to its TF2 version, to hopefully fix a random crash 1 guy had
Fixes for potential crash issues when handling Lua entities in C++
Entity.SetTable now throws a type error when given not a table (used to silently fail)
Missing the weapons/scripted_ents.Get function at entity creation no longer exists the game (For example when its only missing clientside)
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Update the continue statement implementation in LuaJIT
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SpawnmenuContentPanel:SwitchPanel now accepts nil to switch to no panel
▋▅▍▉▋ ▍▍▆▆▊▌▍ + ▍▋▋▌ ▆▉▋▌██▅▄▊▇█ ▄█▆▅▌ █▋▇▄▄▋▇▋ ▅▊▋ █▊▆▄▌▍▇█▌▊▆▉▇▄()
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- ▆▍ ▅▋▅▋▋▆ ▊▋█▅ █▇▉▄▌ ▌▅▇▆▄▇ ▄█▅ ▇▉▋▍▋ ▍▄▋█ █▅▌▉▌▆▅ ▋▆ ▅█▊ ▆▊▉▋█▊
- █▌ ▅▊▄▇ ▍█▅▉ ▊▄▉▅▊▍ ▄▌▄▆▇▄▅▇ ▄▌ ▄▉▄▌▅▆▆ ▆▉▍▇▌▄█▉▇ ▄▊ ▄▆▊ ▆▍▇▊▊▋ (▅▇▇▋ ▋▉▆▇█ █▆ ▇▇▌▇▊▋▊ ▆▋▉ ▋▍▄█▆ ▌▆ ▋▉▋▆█▉ ▄▌▅▅)
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▅▊█'█ █▉▊▋▊▌▅▄ ▉▅▆▋▅█▊ "▌▌▆▇▆▆▅▅▍" ▄▆▇▉▇ ▊▉▌▌▇ ▉▍▇▆▍▌▄▌▇▋▉ ▋▌▊▍ ▅▉▍▇ ▅▆▇█▋▋█▉ ▊▊▌ ▊▇▌▌▍▊▉▊ ▆█▆▇▌▇█ ▇▇▊ ▉▆▄▉█▊▄▅▉ (▊█▉▇ █▆█▅▅▌ ▍▊▆▉▍▊▍▍▍▉)
junkpile prefab setting tweaks
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
Initial junkpile scientist prefab, brain setup, empty design.
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
Lighting & roadsides backup
Damage train when hitting barricade
Reduce train speed a bit more when a barricade is hit
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LODComponent compile fix for SERVER
Train barrier collision handling
Manifest, merge fixes, codegen
Merge from map_optimisation
Use RustLayout on shop map marker cluster
Initial work on destroyable barricade for tracks
fixed constant RF spam at oil rig
Made train stop lighting slightly brighter
Added map icon for fof_nest
Revert changes to Entity.NetworkVarNotify as they cause problems with many addons