136,054 Commits over 4,444 Days - 1.28cph!
Fixed inside terrain antihack false positives at water treatment plant (instant death spots)
S2P
Disabled mip maps on terrain normal map to preserve detail (test)
Disabled mip maps on terrain splat maps so they look less awful in the distance and on low graphics qualities
Tweaked Powerplant radiation volumes, walking around the edges of the monument no longer results in high levels of radiation
Updated some old and incorrect/out dated item descriptions
Removed need for button collider check
Changed layer of lift entity to deployed
WIP spectator networking stuff
Better accuracy when picking which button to highlight when raising/lowering elevator
Convert Elevator to an IOEntity and add inputs for players to hook up buttons to call the elevator to a specific floor
Remove built in menu option to call an elevator (mesh will need updating)
Don't allow auto turrets to retaliate against gun traps
Added trail connection points to various small monuments that didn't have proper road connection points before
Added trail road type, generated after both ring road and side roads have been created
New benchmark demo for HDRP
Better mainland topology generation (fixes some things that looked like islands being considered mainland)
more accurate elevator fence colliders
Reduced chance of finding T1 car parts at road and water junkpiles (road side monuments remain unchanged)
Moved garage door lock position higher
Keep at least 50m distance to any monuments when selecting a beach spawn point
Enabled pickup on the powered water purifier
Clamp admin time to 0-24 (if it's above 0)
Fixed saved flag on lift entity
Fixed thrown weapons disappearing when thrown at some areas of the elevator
Fix NRE when shooting elevator call button
Aurora iteration & file cleanup.
Networkable lightning system prefabs.
Cleanup.
Update call button colliders
Move gizmo rendering to OnDrawGizmosSelected
Changed lift call button and button boxes placement. Updated relevant prefabs
Moved elevator to deployed layer, fixes being able to deploy things on top of the elevator
Updating Facepunch.Steamworks
Reduced size of top prevent building collider to allow floors to built over the top of the elevator
Added a building block socket mod to prevent building if there is a building block over the top of the elevator
Admin killing the lift entity will now admin kill the parent elevator block