134,201 Commits over 4,444 Days - 1.26cph!
Add method to regenerate all spline shared data for the project at once
separated scientist + heavy scientist designs
Can now set the default state container in the ai editor.
Dismounted state now triggers the StateError event if no valid waypoint data is found.
Oilrig tweaks.
Optimized StaticGroup Transformation
Merge from crafting_pebkac
Prefab and scene updates to support train tunnel variants and train tunnel transitional pieces (using placeholder meshes)
Added left / right variant support to GenerateDungeon
Added transitional piece support to GenerateDungeon (to spawn a transitional prefab when it's impossible to match the exact variant)
Sort skins by recently used in the skin picker in the craft menu and the repair bench, persists across sessions
Reverting spline asset path code for now as GetAssetPath didn't work on prefab variants and GetPrefabAssetPathOfNearestInstanceRoot caused the Unity editor to crash on certain prefabs
Fix several bugs with spline data generation
Compilation fix for editor vs build
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
hook up sofa deploy/destroy sounds
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain
Ensure GenerateDungeon always places its result underground
Added underground volume / terrain trigger / water trigger to tunnel pieces
updated generic sitting pose
Updated Sofa repair and pickup item
base mounted state to handle disabling navigation.
autoturrets now auto reload after adding weapon/ammo
Added mirrored variants of the transition pieces
Hide the button to break items down if any of the selected items is worth $1 USD or more on the market
IsMounted event prefab, manifest update
Loot barrels - fixed display texture resolution problem
Took the opportunity to refresh textures a tad
Fixed import options calculating normals instead of importing them, caused seams
updated wip camper module
pivot of industrial_door_a_a gibs uses root transform instead of hinge transform
Plugging the new prefabs into dungeon_grid_test
Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes - Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
Added IAIMounted interface, implemented for scientists.
Added IsMounted event.
Added scientist dismounted state.
Simpler SAM site check for now. Keep the check of whether the HAB is inflated, but remove the checks for vehicle occupancy.
Merge SamSiteVsHAB -> Main. SAM sites now ignore uninflated hot air balloons, and ignore grounded vehicles with no one inside (airbourne HABs or helis with no one inside are still targeted).