122,220 Commits over 4,048 Days - 1.26cph!
VehicleLight script now support multiple renderers per script. Updated all VehicleLight users. Set up the generic snowmobile's new lights.
Refactor zipline generation around new ZiplineLaunchPoint component
Allows simple placement of zipline starting points that will automatically find the closest appropriate ZiplineTarget and create a zipline in PostMapEntitySpawn
Ziplines no longer save and are recreated on server restart
Powerline platforms are no longer entities, each prefab now has 2 launch points and 2 target points that will automatically connect or self destruct if it's not possible
Merge GMLights -> Snowmobile
East side finalization progress
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Airfield lighting progress
Applied updated landmine model, icon and desc
Phrases
Baked data is now saved as a file
East side height fixes/polish
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
Added support for train track splines to connect to themselves when collating, making one continuous loop
Merge Main -> Rail Network
Refactor/simplify zipline serialisation and hookup process to accommodate monument connections
Added a monumentZiplineDismountPoint prefab that will automatically connect to a nearby valid zipline (added to gas station for testing)
Input while riding a horse now takes the player's auto-sprint setting into account
Fixed IsMounted actually returning HasDriver for vehicles (i.e. would return false if there was a passenger and no driver). Introduced in
25915.
Merge Main -> General QOL
Re-check UpdateFullFlag after mount points are spawned in. Fixes the following bug:
- Server crashes while player is mounted.
- Server loads save and dismounts the player. UpdateFullFlag is checked due to the dismount, and currently loaded mount points are zero, so the vehicle has zero mounted but nevertheless is "full".
- The mount points are then loaded
- Vehicle is now stuck thinking it's fully occupied
Possible fix for Water_GetHeight crash when disconnecting/switching servers
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Fixed WorldSpline build compile (remove #if UNITY_EDITOR check)
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East side finalization WIP
tweak modular vehicle texture
Powerline prefab topology updates (now add building topology around them, instead of old powerline topology)
Scrap transport heli stats
Better ring rail / ring road corner postprocessing / smoothing
Keep rail straight at rail / road intersections
Added rail / railside topologies
Updated fish stats
Finished implementing submarine stat
Added per fish type catch stats and achievement unlock
Closing the inventory will now highlight the currently equipped item on the belt bar if another item was selected while the inventory was open