194,186 Commits over 4,079 Days - 1.98cph!
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
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- 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
Re-applying changes to procmap from main - tunnels scripts
Fixed slot machines on staging taking 10 scrap instead of 2 (store spin cost on settings asset instead)
Change boat push check to an actual velocity check instead of a rigidbody sleep check
Set train icon properly + S2P
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Workcart interior dashboard indicators & damage effects.
Workcart decals are alpha clipped instead of blended, because of artifacts when you shine dynamic lights at them in certain ways.
elevator cage door sounds
Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
Added Problems panel which currently displays Lua Errors with quick way to disable/uninstall/report the problematic addon
remove debug.log regarding cover points
merge from main/pookie_deploy
reworked alpha channel of powerlines impostors to cope better with mipping