123,976 Commits over 4,171 Days - 1.24cph!
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
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Increase hazard warning min dist so it doesn't trigger when shunting in reverse
Proximity alert improvements and fixes
Fixed spins not animating if player dismounts while spin in process
Fixed reel positions in the wrong visual location when loading on the client
Fixed shading of item icons on slot machine UI
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Slightly lower saturation on FluorescentLightCold.mat
Site C lighting and minor layout tweaks
Fixed spotlight warm prefab actually having a cool light (?)
Shared spline data update
Fixed being able to open scrap storage on neighbouring slot machines
Reduce the amount of collision damage from train collisions, and increase the force required to derail
Raised dismount points slightly so they're not blocked by ground
Add train_tunnel_double_switch_a_36m back in so I can use it for testing switched on the train tunnels map. Plus data index edit on 108m track
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more NPC fixes in tunnels
dungeon navmesh generation
jumpsuit female model and prefab
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Merge from range check interface changes.
Events now have unique ids, send the ID of a triggering event if viewing in the AI designer.
AI designer now highlights the triggering events.
Updated junkpile scientist AI design.
Protobuf.
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Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells
Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances
Tunnel entrances are now also under "Dungeon" hierarchy