32,309 Commits over 4,048 Days - 0.33cph!
Remove my DoPrepareAll method. This is in fact one already, not easily detectable as it works via reflection.
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Trees have FilterRadius = 2 to ensure some distance from rails
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius
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Fixed gate external stone gates displaying incorrectly at a distance
Ensure environment / lighting parameters are updated after loading screens (to prevent outdated lighting until the player starts moving)
Fixes from running DoPrepare on everything. Why is it exclusively my stuff that needed it 😓
Cherry pick my DoPrepareAll method
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Merge from modding_prefabs
Extended locker interaction colliders on the camper to provide access from the outside when in destroyed state
Moved the 45-degree offset angle check into the vehicle engine module specifically. Fixes it affecting the modules on the camper.
Removed the ItemContainer parameter from GetIdealSlot because it's always the storage container's own ItemContainer anyway, and wouldn't really make sense to pass anything else
Minor edit to modular_car_V8_engine_storage removing unnecessary overrides.
Fixed EngineStorage GetValidSlot looking at the container the item is in now, instead of the target container. Fixes right-click or hover loot transfers into modular car engines often not working.
Increased parent trigger size on the base WorkCart to match the above-ground variant that already had coupling. Facilitates moving between coupled cars.
Added coupling points to underground WorkCart trains (Helk approved)
merge from ai_ignore_improvements
Fixed several spawn populations theoretically being allowed to spawn on rail
Disabled ragdoll parenting on trains due to issues we've found
WorkCart rear collision trigger now includes the rear bumper, matching how the other train cars are set up
Trains now treat end-of-line positioning as a static collision. Fixes trains clipping into other trains that are at end-of-line
Turned off Debris vs. Vehicle Detailed layer collisions. Unfortunately this means items will fall through vehicles again, but will let cars drive through bushes, hemp etc again as well.
Allow access to camper module storage without bring mounted, if the vehicle has been fully destroyed
Fixed modular vehicle storage being locked while the vehicle is in corpse state
(regression) Fixed loot wagons spawning with no gravel and being generally broken
Fixed boats and modular cars setting the IsStationary flag true and false over and over in some situations
Fixed reflection probe / ambient light updating slower than intended
Fixed two of the water treatment plant cylinders making the environment super dark when standing inside them
Fixed error in LoadMapFile when importing terrain of different dimensions than the existing terrain
Fixed regression bug where poker was no longer paying out correctly in some situations where the player's stack was already at or above the normal max stack size
GetInheritedProjectileVelocity comments
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Set up ProceduralMapTesting to also generate a small underground rail network, and a harbour monument to provide access to it
merge from ParentVelocityInherit2
Fixed Coconut_underwear item description spelling mistake from "form" to "from", fixed Chocolate item description, icon, shortname from "chocholate" to "chocolate" 🐎
Subtracted
74440 (TrainWorkContinued) server startup issues.
merge from TrainWorkContinued
merge from cycle_group (Add meta.exec command to execute multiple other commands within a single command (useful when combined with cycled binds))
Fixed some trouble with the hurt/repel triggers on locomotive and other train cars
Fixed hurt punch screen overlay occurring when the debug cam is active