225,967 Commits over 3,714 Days - 2.54cph!
Fixed bus stops spawning inside monument topology (too close to or inside monuments)
Network++
Hapis-specific terrain config is no longer a thing. Uses procmap config.
Fixed UnitInfoWidget sometimes not showing anything in the subtitle/thought text area
Put waiting back into movement interaction
PlayerController unit sphere cast is no longer anthropocentric
Player commands now set movement speed
Removed non procmap busstop from airfield'
Updated ProcmapBench to new version
Fixed insanely slow asset menus
UI tinkering
Updated HapisIsland spawn, grass and decor to v2
Fixed negative scaled mine triggers on Savas that were causing server warning spam.
bus height adjustment (models)
Merge from prerelease/wipe
Merge from prerelease/wipe
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
Collider split on bus stop to accomodate for transparent colliders
Removed dirt decals
Roadside powerlines spawn earlier in the map generation
Bus stops tend to spawn further away from the power substations
Balanced audio effects
Tweeked truck headlights
Network++
Bus stops spawn a bit further away from the road
made children models work, was really broken :|
added new children hair
Bus stops no longer spawn in the middle of nowhere, only at monuments
Improved player controller selection and debug entity info selection hooks, added toggle for unrestricted entity selection in the editor so that gameplay more closely matches standalone build by default.
upped brightness on skydome nighttime
brightend up nightime intensity
added central hub to meshes folder
Busstop prefab was missing a decal renderer script
Removed audio stuff from player controller, now just calls into the UI sounds system
Renamed gui_radial_x sounds, since they are not only used for the radial menu
Changed bus stop pivot point to be at the center of the mesh (important for spawn filter checks)
Bus stop spawn position offset is applied via offset script parameter
Fixed bus stops spawning inside powerlines for real
Monument topology spread on power substations
Food Type Definition data pass
Fixed pylons sometimes spawning inside their power substation
Fixed power substation terrain anchors
Power substations spawn next to roads rather than on them
Canyon sewer big rooms lighting/covers pass
Added Food Type definition
DietDefinitions asset type for mapping UnitDiets enum values to data (food types)
Fixed RadialMenu positioning being shite
Fixed bus stops sometimes spawning inside powerlines
crystal prefab material looks less cartoony (material copy)
Some map generation order restructuring