111,829 Commits over 3,928 Days - 1.19cph!
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present
Remap to scene spawner only when spawning world
Added another 0.25m to the seismic sensor range forgiveness, following CS
98678
export latest 3p handcuffs anims
trike:
- rigged up
- added wheel/cog anim
- added animator & move param
- updated prefab to use new animator
Optimised ring road search
Merge from travelling_vendor -> Aux2
Basic vehicle visuals port
Switch `monument_scenes` convar to be saved
merge from wire_slacking/optimisations
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burstcloth improvements
- rotational constraints respected
- constraint normals are correct now, significant improvement to length constraints
- some jobsystem/burst optimizations
Setup Vintage Desk Prop Prefab
Added and Setup Vintage Bookshelf Prop Prefab
Added and Setup Vintage Dresser Prop Prefab
further fixes to storage warehouse.
updated motorbike kickstand skinning, mask texture, and materials setup
updated vcol on decals to tint the recent decal albedo changes
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
Round prices up to the nearest 5 to make them look nicer
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
fix material assignment on storage warehouse trims.
Fixed line anchors fuckery again
more work on geo for storage warehouse.
handcuff viewmodel animation updated
Block unlock minigame in wounded states
reverted changes to workers_house_generic_trims
merge from wire_slacking/optimisations
Resize the arrays if we're adding more than 18 points to the line (creative mode allows for 999 points)
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Increase unlock timer from 5 to 60 seconds to match design spec now I'm not unlocking them constantly in dev.
Added handcuffs.UnlockDurationMultiplier replicated var to save time when testing.
Fixed held (but unlocked) handcuffs keeping your inventory locked after surrendering.
Disable UIBlackoutOverlay if in debugcamera
Improved monument splats/biome/topologies
Enabled topology override
Fixed flipped normal map on brick pile
merge from fluid_push_max_output_increase
Merge from wire_slacking/optimisations
Fix insufficient array lengths when dealing with wires > 20 points (not just a creative mode issue, some monuments like airfield have static connections with quite a few points)
Fix sidecar passenger being able to drive, fix motorbike fuel storage bounds
Added invisible pipe option to industrial connections
Set up motorbike speedometer
Implemented motorbike fuel gauge and needle shake