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Expanded corridor volumes on link-stairwell-bottom prefabs to enclose the lift shaft floor
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Fix server compile error from rendertunnels
Show a proper name ("Tunnel Dweller") on loot panel
Fix HostileNote NRE in scenes with no terrain (editor fix)
Disable the engine slowing for now until we have visuals on the client
Work cart max speed is temporarily slowed drastically if the engine takes significant damage over a 10 second timespan. Slowed state lasts 10 seconds. No visuals on the client yet.
Reworked slot machine odds, bets are now 2 scrap and the jackpot is 1500 scrap
Fixed loot panel missing translation keys
Merge workcart -> experimental
Add world.rendertunnels to export the map's tunnel texture to a file
No processing is done on this so it's not directly usable
1. It's black and white - ignore all channels except red
2. There's no scale option for the command - it will always give a 2048x2048 texture, so manual scaling is required
3. When overlaying on top of the map, this texture extends beyond what rendermap gives (by like 25% or so? think it depends on map size)
Fixed some odds editor incorrect values
Fix train tunnel marker icon (prefab change got stomped)
Fix train tunnels not rendering after reconnecting to a server sometimes
Make sure the workcart.entity merge was clean
Reduce work cart top speed and acceleration based on health, starting at 40% health and below.
Fixed top floor door behaving inconsistently on static elevators (ElevatorAtFloor wasn't working correctly at the top)
Buttons in elevator shafts now read "Call Elevator" when interacting
Fixed elevator doors not opening if you called an elevator from the floor it's currently on
S2P entrance monument
reapply workcart.entity sound changes
Merge from drone/shop (delivery fee tweaks, bug fixes)
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more workcart sounds + sound polish
NRE fix
Comment out DDraw in TrainEngine.Server
Server/Editor only OnDrawGizmosSelected in AIMovePoint
Elevators will no longer move if you go up or down a floor and you're at the top or bottom of the shaft
Fixes screen shake bounce happening when the elevator hasn't moved
better respawn times for tunnel dwellers/npc dwellings
Train cabin warning system now also detects barricades. Barricades register with the track they're sitting on.
T-junction and junction prop dressing to make them feel less empty
Added some signs to train_tunnel_dobule_str_a
adjusted spawn rates for workcarts
smooth workcart handle movement
workcarts decay and respawn properly
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
Fixed vent jumping issue in entrance mesh
Fixed collider details missing from roof on entrance collider
Improved collider accuracy on bottom of stairwell lift shaft
Fixed grass spawning inside entrance
Updated warning signs in train tunnel stops
Tweaked backlit sign materials to blend in better
Signs generic texture/material update
fixed one dwelling spawn too many in 72m segment
Update train tunnel entrance marker so it's smaller and more visible
Reworking 72m corridor prefab to load art prefabs as a base rather than the smaller AI loaded segments, AI objects and dweller spawns in 72m segment custom fit
Updated heavy barricade stone barricade prefab links
Adding a barricade static model in props folder that has better looking LODs (to be used for world environment, i.e. the new train barricades)
train barricades can now be destroyed with melee
Additional sign meshes and prefabs