193,693 Commits over 4,079 Days - 1.98cph!
Impact prefab & related.
PFX scene cleanup.
Making sure that renderers are not enabled until the entire group is fully loaded in. Some benchmarking stuff...
Impact gibbing & iterations
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Refactor some track selection code into BaseTrain
Compile fix for track selection
Update to the audio manager, do some tricks with the throttle
Merge from camera_recording
Initial work on WorkCart audio manager
AI design hot reloading for all instances of current entity type when saving designs.
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When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
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Store camera animations in Assets/CamRecordings
scene2prefab fishing_village a b c
Fixed boat condition amounts
Add grounded check for fake drag
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- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders
- Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
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Added `OnRequestFullUpdate` game event ( has all the same data as `player_connect_client` event, save for `bot` field. )
Fixed func_tracktrain's outputs in Hammer
Bug fixes and building tests
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disable chainsaw debug text
State delete designer functionality
Road tunnel blockout meshes and prefabs
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wip states, cover & design
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