136,075 Commits over 4,444 Days - 1.28cph!
Praise the lord it runs again
Splat clearing texture bug fixery
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size
added stairwell_top piece, refined corridor pieces further
Tidyup convar / opt out usage.
LODs and colliders for stops transition modules
Merge from /main/drone/shop
reclaim terminal refresh button
code cleanup
Show a message on the UI when the terminal's inventory is full instead of silently failing
More buglist & full bake with everything
Miltuns enabled sans AI as a debug test
Keep the delivery drone marker the same size on the map no matter what zoom
code review changes
never add starting rock/torch to reclaim terminal
Add a tip to tell people they need to click on a vending machine to continue
Another batch of Hapis fixes
Prevent moving towards the ground for a short time after increasing altitude
Fix raycast issues causing odd behavior
Batch 2 of Hapis bugfixes.
Added Phone Booth network to Hapis.
Fixed fridge door magically opening and closing by itself in the lighthouses
Review diff cherry picking (not great, but best I can do with what we got)
Show the delivery drone carrying a package on the way back
WIP making drone not fly through rocks and stuff
Hapis: Fixed swimming under compound bridge
Fixed a bunch of holes and one actual crater
55% less janky waterfall transparency
Fixed offshore spawns creeping into the newly expanded coastline
Fixed river topos
Nixed old floating desert foliage. (New desert cliffs coming soon)
Fixed Compound Sentry Gun multispawns
Possible fix for MilTun server crash
cleanup sleepers when a puzzle resets
refining greybox set - stairwell and surface building
Further defined player spawn parameters so that you don't spawn on secondary islands, or where you need to run far to bypass cliffs
Disabled miltuns again for debug
Hapis: Fixed a bunch of procedural spawn issues, such as Field/Monument masks being blank
Don't let delivery drones fly underwater
overgrowth materials color tweaks
Updated dungeon_grid_test scene to also spawn the full intersection
Fixed stairwell code regression that was causing corridors not to connect perfectly
Tweak speeds, tighten timeouts since they were excessive
Using int shader property ids instead of strings.
Make delivery drone motors spin CW and CCW instead of all the same way
Assign sounds to the other drone so it doesn't spam NREs
Remove conditional networking for market terminal orders (Maybe fix for "waiting for x deliveries" message not appearing?)
Added a DisableWithMainMenu script, added it to the quit and suicide confirmation panels so they close properly if closing the menu with them open.
More motion vector fixes, some tidy up and fixes. Added the ability to opt out of system.
Fix player position marker not scaling correctly on map views (MapInterface had a MapScaleIndependent component added onto the marker)
Adjusted 180 degree turn prefab so it doesn't clip the stairwell piece