136,034 Commits over 4,444 Days - 1.28cph!
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
hook up sofa deploy/destroy sounds
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain
Ensure GenerateDungeon always places its result underground
Added underground volume / terrain trigger / water trigger to tunnel pieces
updated generic sitting pose
Updated Sofa repair and pickup item
base mounted state to handle disabling navigation.
autoturrets now auto reload after adding weapon/ammo
Added mirrored variants of the transition pieces
Hide the button to break items down if any of the selected items is worth $1 USD or more on the market
IsMounted event prefab, manifest update
Loot barrels - fixed display texture resolution problem
Took the opportunity to refresh textures a tad
Fixed import options calculating normals instead of importing them, caused seams
updated wip camper module
pivot of industrial_door_a_a gibs uses root transform instead of hinge transform
Plugging the new prefabs into dungeon_grid_test
Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes - Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
Added IAIMounted interface, implemented for scientists.
Added IsMounted event.
Added scientist dismounted state.
Simpler SAM site check for now. Keep the check of whether the HAB is inflated, but remove the checks for vehicle occupancy.
Merge SamSiteVsHAB -> Main. SAM sites now ignore uninflated hot air balloons, and ignore grounded vehicles with no one inside (airbourne HABs or helis with no one inside are still targeted).
Sam sites no longer target grounded minicopters with nobody mounted. When in allTarget mode, all grounded vehicles with no one mounted are ignored.
OLD BEHAVIOUR:
- alltarget ON targets all BaseCombatEntities nearby at a higher elevation
- alltarget OFF targets any Hot Air Balloon/Minicopter/Scrap Heli nearby at a higher elevation
NEW:
Same as above, but both scenarios have an additional check to only fire on vehicle targets if they have someone mounted OR they are an air vehicle that is currently in the air
Don't allow breaking down anything still purchasable in the store
Show the 'not scrappable' message if any of the selected items are not scrappable
Display total market price of the items selected on the Steam item crafting screen
Pre-splat elevation tweaks
SAM site don't target Hot Air Ballons that aren't inflated
Update SamSite "allTarget" var description to be more accurate
Merge WorkcartRotation -> Workcart
Flip everything around in code to cover the rotated train
Clear the currently entered phone number before calling a phone directory entry
Update glass and glass FX to new rotation