147,827 Commits over 2,529 Days - 2.44cph!

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Yesterday
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Yesterday
Revert previous changeset due to bug
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Yesterday
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
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Yesterday
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
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Yesterday
Removed postit note (again?!) included headlights in export.
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Yesterday
Merge from main/Workcart
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Yesterday
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.
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Yesterday
Trying out some more ways to bypass hold/deploy animations
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Yesterday
Server list now defaults "Show Empty" to off Server list "Show Empty" filter will now ask Steam to do the filtering Server list favorites and history tabs will now always show empty servers Side effect of this change is toggling will refresh the community and modded tabs to get the filtered servers Improves server browser usability by not wasting time on empty servers unless needed, so more active servers show up by default Also made the server tags look better
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Yesterday
Added three slot machines to bandit town
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Yesterday
Cache connection count
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Yesterday
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
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Yesterday
Fix not logging scrap spent on failed spins Pulse emission material after a win
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Yesterday
Added ability for trains to destroy barricades by pushing on them
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Yesterday
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Yesterday
Slots emissive effect 2/2
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Yesterday
Reworking slot machine mats/textures to support emissive 1/2
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Yesterday
Add: - float Entity:GetAnimTimeInterval() [CBaseAnimating] - void NPC:SetMoveVelocity(Vector vel) - void NPC:UpdateTurnActivity() - bool NPC:HasObstacles() - bool NPC:AutoMovement(float interval, Entity target = NULL)
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Yesterday
I tried to improve the TunnelDweller AI but made it worse for now
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Yesterday
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Yesterday
Fix artifacts on the train tunnel overlay
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Yesterday
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
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Yesterday
Rework the map rendering so we can specify the renderers to use (because the 4-way intersection is set up differently) Fix map views showing dark mode when they have it disabled
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Yesterday
If a workcart explodes, kill the driver.
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Yesterday
Hammer: Model Browser now scrolls to the selected model
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Yesterday
Art Drop
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Yesterday
Merge from main
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Yesterday
Hook up new jackpot particle effect Spawn particle effect parented to slot machine so it gets aligned properly
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Yesterday
Merge Workcart -> Experimental
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Yesterday
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
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Yesterday
Backlit signs / meshes / textures / prefabs
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Yesterday
Fixed progress bar when generating bullet systems Removing when out of bounds / clamping to bounds support
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Yesterday
Automatically render the tunnel map
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Yesterday
Hammer: Fixed crashing issues with Object Properties Output/Input column sorting Hammer: Increased the text fields width for many things in the first tab of Object Properties window
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Yesterday
Converter tool replaces HTN scientist prefabs with new versions. Relocated new MT scientist prefabs. Manifest.
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Yesterday
Redirect Console View BUILD
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Yesterday
New military tunnel scientist prefabs using new AI setup. Initial MT ai design setup.
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Yesterday
Replaced "Select Folder" dialogs in Options menu with the more modern ones
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Yesterday
movement fixes
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Yesterday
Allow placing weapons in hammer Use custom inventory Fix GiveAmmo Ammo/Weapon pickup sounds Respawn map placed weapons
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Yesterday
Move Form to Base TextEntry blink slower Fixed NetList not dirtying GameScreen closer Added Game.PostLevelLoaded SetParent allows bone number < 0, treats it as no bone Added Entity.Transform setter Call PostSpawnGroupLoad from engine Sounds Update game names Update dm_yard Merge branch 'master' of sbox
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Yesterday
Made sure DynamicEaseTo is burst compilable Facing modes, sizeMultiplier support
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Yesterday
Fixed a self crash with render.DrawSphere when giving the sphere zero/negative segment counts
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Yesterday
Add spacers support to DComboBox (Community Contribution) Added duplicate NPC controls to the NPCs spawnmenu tab, hopefully people will be able to find those settings now
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Yesterday
Add spacers to DComboBox's DMenu (#1543)
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Yesterday
Shader Build
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Yesterday
MonumentSign will now automatically find the closest tunnel entrance and then find the monument closest to that MapView switch to tunnel mode in EnvironmentType TrainTunnels instead of Underground
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Yesterday
AI converter tool now handles HTN spawners/npcs
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