123,863 Commits over 4,079 Days - 1.27cph!
Fixed case where inaccurate spins remaining would display in slots UI
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
updated train barricade art
fixed slow walking NPCs not playing footstep sounds
TunnelDweller NPC will not longer roam far from it's initial spawn position
- Added spline for the new station middle rail.
- Added ability to specify a spline as forced secondary, making it not be the default route. The middle rail siding was being calculated as the straightest and being assigned as the default.
- Added a button to the spline inspector to go straight to the shared splines prefab
Fixed GenericSpawnPoint class not compiling in CLIENT mode
Fix new track spline components no longer getting set up correctly when fist added
Remove my temp "boarded up" window object from the work cart
updated workcart lights + added cover
revamped random rotation for spawngroups, can now specify an angle snap (45/90/180 etc)
added new NPCDwelling
underground navmesh now uses 50% less memory
Prefabs for signs that show the name of a nearby monument (needs art tweaks + placement)
More bespoke puzzle things.
Allow HDR colors on TMP_Text (and RustText)
workcart sounds first pass
Fixed single frame buoyancy issue when a corpse spawns in a WaterVisibilityTrigger
NPCDwellings now filter out and add their own dynamic cover/move points if validated
Improved HumanNPC aiming behavior
HumanNPCs no longer bunch together at the same cover points
Fixed lack of impact effects in WaterVisibilityTriggers
Profiling
Added side tracks to stop transition pieces
merge from noise branch and some improvements
removed window from workcart door so the door can be interactable.
oilrig/junkpile design updates
wip listen senses and noise sources.
Reapplying
58855 since it was probably not causing any problems after all
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Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
Spawn up to 20 tunnel entrances
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes
Added additional road type modes to PlaceMonumentsRoadside
Better tunnel entrance road nodes for slightly more distance to the road itself
Slightly better tunnel entrance splat map (still programmer art)
Better tunnel entrance terrain anchors
Better grid snapping for dungeon entrance
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
Two new red keycard locations.
Inner Site C keycarded.
Setup assets for more existing gestures
Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture
Added support for specifying the layer of a gesture
Fixed up some misconfigured animations on the player animator
Comment out the hazard code for now until I fix a next/prev track stack overflow bug
Adjust work car speeds again
Slow down the work cart top speed
Fix badly aligned Workcart cabin colliders
Work cart driver takes 50% reduced damage of all types
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Don't resize player collider when in the work cart seat, it doesn't need it. Remove a couple of no-longer-used glass window vars.
Remove work cart window glass entirely (Helk request)
Show work cart mount option only when looking at the door. A temp box now also "boards up" the window in the door, making the interaction less confusing.
Fixed not being able to spin on slot machine if it had scrap in it before the client connected