134,227 Commits over 4,444 Days - 1.26cph!
Large animated neon update + icon
Fixed some baking issues + hooking into S2P
Large neon sign no longer animatable
Added large animated neon sign with 5 frames
Change "Duplicate Frame" into "Copy Previous Frame"
Road tunnel entrances backup
Fix censorsigns not censoring already loaded signs
Merge from xmas_2020 (sign bug fixes)
Fix neon signs being shut off when the textures load in
Fix older signs not saving images anymore (server thought the sign has 0 frames)
Fix signs images only appearing on LOD0
Fix frames 2 and 3 being far away from the sign
Fix NRE when trying to paint on normal signs
Added built-in SetDestination rate limiting to the new base navigator.
AIInformationZone optimizations & cleanup.
Senses update now ticks regularly.
IsVisible ai event optimizations.
Actually revert accidental ProjectSettings changes
Revert accidental ProjectSettings changes
Fix opening a sign for editing turning the sign off locally
remove stray debug.logs from sled sound stuff
First pass at sled sounds
Started work on the proc map variant of foliage_v3
Refactored group manifest
Scientist aiming/direction.
Moved remains of targeting and attack ticking out of HumanNPC.
Fixed Santa dropping presents in the ocean
Added some utils to locate renderers in monuments that have no LOD component attached.
Disabled Overcast weather type again due to blinding sun light
Added AttackTick event.
Scientist ai design update.
Position-around refactor.
Bunch of attack tick related stuff.
AI memory now caches LOS value per entity in its memory.
Updated short icewall repair item
Update short icewall crafting cost
Adjust train engine speeds
Another go at accounting for secondary forces on kinematic trains - e.g. a train hitting a car that's up against a wall. Better result this time, so putting this one in officially.
Xmas menu background video
Run player voice through a new audio channel with some distortion (still respects player voice volume setting)
Tweaking static obstacle handling
WorkCart audio, don't play oneshot sounds if far away
WorkCart audio, use blended loop for the engine loop
Stop snow particles playing automatically, only play them if actually on snow
removed erroneous import options on area meshes and set large neon sign back a bit in paintable so you can see it all without zooming out
fixed xmas neon signs having broken uvs
Driving a car into a sled will now destroy the sled
Added renderer LOD scripts to short ice wall / fixed gibs on the icewall_fence_a variant