198,725 Commits over 4,140 Days - 2.00cph!
Added cargoship save support
Ran protobuf
Merged electricity_power_fixes to Aux2
Flipped harbor 1 path
Adjusted swing bridge animation
Smoothed approach path
Still broken spawn nearby command
Fixed wire tool not clearing active wire when right-clicking while looking at another IO entity
Set up proximity manager for harbor 2
First pass swing bridge
Harbor 1 ladder and parent triggers
Cranes reset to their starting angle after a move
Cranes now adjust the height during the move if placing the container on a really high destination
Setup harbor_2 cranes and container spawn points
Applied new container spawn point decal art, removed placeholder white cube
Initial docking path for harbor_2
First attempt at spawn near for docking command
Actually just don't bother trying to read 0 bytes from a file
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Fixed my fuckup with recent sound related fix
Rework how lua_refresh_file generates paths to work with addons
Fix compile error
Rework how lua_refresh_file generates paths to work with addons
Fix compile error
Rework how lua_refresh_file generates paths to work with addons
Fixed a crash due to sounds failing to be loaded
Fixed a crash with meshes
Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
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Fixed a crash due to sounds failing to be loaded
Fixed a crash with meshes
Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
Fixed fuel generator aux inputs draining power
Cargo decides what harbor to dock at based on spawn distance
Cargoship now moves around the island anti-clockwise
Re-added cargo notifier to harbor2
Scene2Prefab
Rounded upkeep timer minutes
Changed upkeep timer format
player update. CNY spear entity edited so it sits in the player hands correctly
Added container drop off ground decals in both harbors
Updated bradley scientist AI design, more defensive, more use of bradley as cover.
Check scientist target move distance is within a suitable distance from bradley
American truck models
- Worked on AO
- Fixed couple mirroring effects and stretching
- Tuned down the dirt a notch
- Tweaked the colliders
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Removed counter power consumption and active usage (for real this time)
Increased max target number from 100 to 999
CanSeeTarget can now take a source position offset, used to check move points.
moon pool crane texturing
Remove now unused LOS offset code
AIInformationZone LOS improvements for GetBestMovePointNear
enabled material setup on AC unit prop for testing
snow effect material config setup
snow effect material config