113,183 Commits over 3,959 Days - 1.19cph!
Fixed cargo speed limiting bugs
Cargo now looks at previous node to find desired speed
Snow effect mat config, specified mask for volumes
Cache walkable navmesh layer.
Added convar'd damage deploy check interval.
Codegen.
edited minigun viewmodel anims
Check for valid navmesh at scientist spawn points before deploying.
Handle missing navmesh.
Added Environment Mask field to MaterialConfig and moved MaterialSetup.Setup() call to Start()
fixed the collector bucket in trasinyard having an offset
Randomise between take cover and combat states when spawning scientists
Updated the prop folder prefabs that could to Material Setup technique for snow cover
Disable log spam for proximity manager
Harbor_1 curve adjustments
Remove storage code. Only run stabilisation while bike is awake.
Audio adjustment for gears + cleanup
Wheel position fix. Fixed rigidbody jitter. Feeling really good to drive now.
Update harbor_2 docking points to better fit new cargo ship handling
Update BasePath.GetPathProgress to work purely off the supplied position rather than an index, use dot checks to determine where in the path the position is
Added door count, upkeep screen pagination and decay warning
Steering and physics work
Fix cargo ship not restarting it's LeaveHarbor invoke on a load
Fix some parent colliders with negative scale
Fix DNS lookup for localhost not working
Hooked up three interior variants for the containers that get picked up and dropped on the cargo ship
Move door prefabs on cargo ship to the server-side area
Allow door.hinged.cargo_ship_side on cargo ship
Scene backups - easter 2024 poster media
Convert the normal tags to short tags within the server browser UI (this allows steam server queries to work with short tags)
Don't decompress tags in serverinfo as we are operating on the short tags instead
moon pool crane phys shape adjustment
moon pool crane lods and phys
Log error if unique ^ prefix is found in tags before commpressing
Completely remove throttle based movement on approach. On rails style movement instead
Added a new door prefab for the cargoship
Added door to the cargoship (currently doesn't work)
Reposed Burlap Headwraps to match updated player rig
Fixed tesla coil draining 0 power on small batteries
vm minigun - removed old asset in prefab, re-linked gameobjects for effects, removed ironsight scripts and conditions in animator
Cargoship / added cutouts for side doors and ladders
Improved cargoship hull lods
Fixed materials in the prefab and added ladder triggers
Change nexus favorites to use favorites.cfg
Fixed off centre harbor 2 incoming path
Fixed swing bridge partly opening
Second screen light & AmbientLightLOD
Cargo now steers with its front rather than pivot point when docking:
This prevents:
-clipping with geometry
-turning too fast/too slow
-Innacurate movements
Top screen & icon optimization.
Reposed burlap shirt to match updated player rig