10,831 Commits over 3,867 Days - 0.12cph!
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Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
Committing everything that changed from a game manifest update (build times)
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
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SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
Reapplying
58855 since it was probably not causing any problems after all
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Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
Spawn up to 20 tunnel entrances
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes
Added additional road type modes to PlaceMonumentsRoadside
Better tunnel entrance road nodes for slightly more distance to the road itself
Slightly better tunnel entrance splat map (still programmer art)
Better tunnel entrance terrain anchors
Better grid snapping for dungeon entrance
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
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Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells
Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances
Tunnel entrances are now also under "Dungeon" hierarchy
Tunnel entrance now has DungeonInfo component
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
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Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
Added a third texture bundle due to the 4GB asset bundle limit (there's always a chance this breaks something, so will need testing)
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
Prefab updates (OnlyVisibleUnderground tag)
OnlyVisibleUnderground tag
Fairly terrible system to hide train tunnels unless inside underground environment volume
Static elevator lift prefab fixes
Added elevator prefabs to corridor / entrance prefabs
Fixed Elevator NREs when CableRoot or CableLod were not set
Split static elevator into top / floor prefab
Updated mesh on static elevator lift prefab
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
Removing Elevator.PostServerLoad Debug.Log
Merge from static_elevator