134,410 Commits over 4,444 Days - 1.26cph!
Remaining stuff for mergability
Tidy up from motion vector fixes
Organizing remaining statics WIP
LODs/COL/Prefab setup for train_tunnel_double_str_b_36m
Refactored move point list lookup
Roaming point calculation can now use the AI grid. Fixed some range parameters.
AIInformationGrid.GetMovePointsInRange implementation.
AIInformationZone can now use the ai grid for optimizations.
AI can now use the grid if available for a monument.
Added ai.usegrid convar to toggle use of the new grid system at runtime.
fixed broken LS vertiigo decal
Fixed instant death spot in cave_entrance_a
S2P Cave
Finished ruining my wrist by splatting around all the new roads.
Fixed Trainyard green card puzzle bypass
S2P Trainyard
Lowered high end weapons drop rate from APC crate
stricter shotgun trap placement
procmap roads van wreck prefabs
Van vehicle prefab variants
Take a fee per machine ordered from
Add UI indicators for the fee status (unpaid, paid, can't afford)
Update the UI if sell orders change
Move server side flame turret update to a budgeted update
Show notices on the UI when items are added/removed
Quick fix simply commenting out all the vehicle-related compile errors related to the merge from Main in #
57891. Next month when there's more time I'll subtract this and clean up the tangle it's got into properly.
Revert previous Workcart merge
Updated tunnel entrance greybox
Scene updates (added tunnel corridors)
Tunnel station and entrance pefab updates
Initial version of corridor connection between underground train stations and above ground tunnel entrances
Purchasing implementation
Van vehicle files - models/colliders/textures/materials
Corridor transition greybox
Tunnel entrance greybox
More loot/trigger/miscfixes stuff
clear any invokes first in SetUsedBy
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
Add main entity to spawn different terminals