123,886 Commits over 4,079 Days - 1.27cph!
fix for spawngroups sometimes utilizing full spawnPoints
Fixed z-fighting on train stop pillar bolts
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
▌▄█▆▇▋▄ ▄▊▅▇▍▄▆▄ ▇▍▋▋▍▊▋▄▅ ▅▊▌▍▉█ - ▍▉▉ ▇▇ ▅▅▇▍ ▇█ ▍▉▄ ▇▄██ ▅▄▇▍▊▋▉▅
Fridge door should be fixed across all locations now
More junkyard progress - reviewing LOD distances- scene organizing
Merge from network_tick_optimizations
Refactored the fix for sleeping buoyancy
Topo mask changes to fix some fields that weren't receiving all field spawns
Fixed flickering wires/bolts in overpass
Fixed wires clipping through the wall in tjunctions
Slightly increased LOD dinstances on t-junction walls to help with wire clipping
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
Only try generating dungeon navmesh if dungeon exists
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Fixed SlotMachine navmesh server error
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
merge from /slots (minor updated payout sounds)
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch
Refactor gesture logic into it's own script and better track progress/start/stop on the server
Make id's for all gestures, send those instead of strings
Cache all gibbable GetComponents in AttributeSetup, saves time and garbage allocation during gameplay
Revert to old item colouring on slot machine loot panel
Added a loot panel name for some more scientist corpses
▅▊▅█▍▋▊▍▋▇ ▋▍▄▉▊▇█▍ ▌▉█ ▌▊▄▍▄▇▅▋▊ (▅▅▋ ▉▅▋▊▉█▅)
- Fixed bad protobuf compilation (merge issue?) causing train throttle to show as zero for new clients who entered network range
- Moved some throttle control methods
Requested: Increase hazard warning activation minimum speed. Now doesn't activate until the driver's train is travelling at 4.5m/s (was 2m/s), which is above the Low throttle setting speed
Bail out if GetTotalPushingMass gets too recursive
Fixed the wildcard entry on the slots payout widget not translating properly
Cancel the ActualDeath invoke if the work cart is repaired
Fixed the first slot machine that loads on the client having incorrect material applied to payout sheet
Revert ShowPushMenu back to IsStationary
Use velocity instead of rigidbody sleep state when allowing pushes on boats
If work cart travels very fast on listen server, the server side train sometimes collides with its client side self, causing massive damage. Stop hitting yourself.
Early exit from SpawnGroup if there's no terrain (fixes NRE)
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
Train tracks material links
Re-applying Bandit Town changes from main - Softcore and slot machines
Re-applying Compound changes from main - Softcore and terrain filters
Removed water visibility triggers from sewer_drainwall segments (from the scene this time)
Re applying change from main - power substations radiation disabled