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123,978 Commits over 4,171 Days - 1.24cph!

5 Years Ago
readying the connection to train platforms
5 Years Ago
vertex painting progress
5 Years Ago
vertex painting progress
5 Years Ago
Added TargetLostRange to AIBrainSenses. TarrgetLostAIEvent now checks distance too. Oilrig scientist design update.
5 Years Ago
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5 Years Ago
merge from main
5 Years Ago
Added enum for navigation speed settign and per-type speed values. Switch all calls to BaseNavigator.SetDestination to use the new enum. Test scenes updated.
5 Years Ago
Added a third texture bundle due to the 4GB asset bundle limit (there's always a chance this breaks something, so will need testing)
5 Years Ago
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
5 Years Ago
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5 Years Ago
Fix train_track_3x9 spline
5 Years Ago
Remove garbage gen in CheckAssignCollider
5 Years Ago
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5 Years Ago
Concert collision contacts loop to be garbage-free
5 Years Ago
Spline index data update
5 Years Ago
Pookie bear deploy guide update
5 Years Ago
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
5 Years Ago
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5 Years Ago
Let manifest builds regenerate world splines
5 Years Ago
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5 Years Ago
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5 Years Ago
▋▋▄▇▄ ▆▉▅▅ █▉▋▅
5 Years Ago
Revert accidental changes to deployable elevator
5 Years Ago
S2P tunnel entrance, run some more DoPrepare Fixes missing top elevator at tunnel entrance
5 Years Ago
roadsign gloves skinnable
5 Years Ago
valentines approval
5 Years Ago
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting) Ran DoPrepare on elevator.static.top to fix prefab id
5 Years Ago
Prefab updates (OnlyVisibleUnderground tag)
5 Years Ago
OnlyVisibleUnderground tag
5 Years Ago
Fairly terrible system to hide train tunnels unless inside underground environment volume
5 Years Ago
Finished the light setup Fixed objects with negative values Fixed objects that did not cull Various other prefab tweaks and fixes
5 Years Ago
test map backup
5 Years Ago
raised lift button box to be easier to use updated call buttons positions in lift prefab
5 Years Ago
added missing elevator call buttons to 1200 segments
5 Years Ago
detail pass on stairwell elevator model
5 Years Ago
realm removed some scripts on animal prefabs
5 Years Ago
same for NPCPlayerNavigator
5 Years Ago
Fix some BaseNavigator script changes getting lost between client/server switch
5 Years Ago
merge from compile fixes
5 Years Ago
Static elevator lift prefab fixes
5 Years Ago
5 Years Ago
continued
5 Years Ago
Added elevator prefabs to corridor / entrance prefabs
5 Years Ago
compile fixes
5 Years Ago
Fixed Elevator NREs when CableRoot or CableLod were not set
5 Years Ago
Split static elevator into top / floor prefab Updated mesh on static elevator lift prefab
5 Years Ago
BaseNavigator can toggle braking. Follow path state disables braking.
5 Years Ago
Design permission check
5 Years Ago
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
5 Years Ago
Removing Elevator.PostServerLoad Debug.Log