33,570 Commits over 4,140 Days - 0.34cph!
temp fix for underground gunshots being heard on the surface
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
warning when dungeon navmesh fails to build
Train friction sparks FX into a basic prefab until we implement it.
delay respawn during puzzle reset until spawn points are available
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Workcart volume tweaks - hopefully improve players falling out
Temp fix for the stack overflow etc problems with work carts spawning in the same spot as others. Will fix this properly tomorrow with the spawners so they don't even attempt to spawn when there's something in the way. The two push force methods also have better handling if there IS a recursive loop detected.
- Fixed headlights not showing up when loading a demo with a train running (caused by OnFlagsChanged not being called on load)
- Fixed engine sound not playing in the same situation(caused by TrainEngineAudio bug)
Increase raycast distance when finding elevator connections (150->200), some elevator shafts were so tall that they weren't properly connecting
Increased static elevator speed (2.5 -> 3.5)
S2P
wrap NPC navmesh error under developer 1
Fix for NRE in buoyancy script
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
Removed my old temporary work cart damage effects
Added separate FX slot for temporary engine trouble
Increased work cart damage effect thresholds to 60/40/20
Completely disable rain / snow particle effects inside train tunnel environment volumes
protocol++ too many mismatched bug reports
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
max depth/altitude optional value for safe zone triggers
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
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Fridge door should be fixed across all locations now
Merge from network_tick_optimizations
Only try generating dungeon navmesh if dungeon exists
Fixed SlotMachine navmesh server error
merge from /slots (minor updated payout sounds)
Revert to old item colouring on slot machine loot panel
Added a loot panel name for some more scientist corpses
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Fixed the wildcard entry on the slots payout widget not translating properly
Fixed the first slot machine that loads on the client having incorrect material applied to payout sheet
Revert ShowPushMenu back to IsStationary
Use velocity instead of rigidbody sleep state when allowing pushes on boats
Fixed slot machines on staging taking 10 scrap instead of 2 (store spin cost on settings asset instead)
Change boat push check to an actual velocity check instead of a rigidbody sleep check
Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
merge from main/pookie_deploy
reworked alpha channel of powerlines impostors to cope better with mipping