113,609 Commits over 3,959 Days - 1.20cph!
Bradley scientist AI design update.
AIInformationZone can now place move points on terrain.
Disable AI data on spawn.
Final tweaks for brutalist church
set dressing level 3 rooms
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes
player update. set up torch, skull torch and divers torch.
Exposed the total number of boxes and tweaked their spawn order
scaled down creeping trees in junkpiles by 25%
vertex color tweaks to doors
removed temporary door from code
moved shipping container related assets to shipping container prefabs folder to keep things tidy
container double door files
Preliminary screen setup & related files.
Split the base off of the crane and rotate the entre entity rather than a child
This allows us to parent the player to the crane platform while it rotates
S2P harbor_1
Set up initial mesh colliders on the crane
Add a parent volume to the top of the container so players can stand on top of them while they move
Have the bike to lean and balance appropriately when cornering (insert "not balanced for lean" joke here). Plus more tyre friction.
New PD controller style roll stabilisation, working rather well. + code formatting
Cargo ship crane gets started in dev scene via new dev trigger component
Brutalist church progress and added blend mask to metal roof textures
Bike balancing experiment
Don't allow talk to survivor mission objective to start until both cook and consume chicken steps are complete
Cook chicken mission stage now checks for cooked chicken in the players inventory when starting in case the player cooked chicken early
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
Fixed missing collider on crashed helicopter
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Adjust car settings for two-wheeled operation
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Assigned correct materials to the harbor crane prefab
Finished crane LOD0 and textures
Reversed RAND switch behaviour, passes power when on and resets to off
Fixed pressure pads blocking power passthrough for a bit when triggered
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Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
Fixed batteries draining more than the current energy they receive
Merged electricity_power_fixes to Aux2
Merged io_entity_snapping/fixes to Aux2
merge from main -> ping_estimation
Merge from full_server_demos -> aux2
Network++
Fixed memory cell still consuming 1 power
Fixed switch and smart switch green/red lights feedbacks