12,611 Commits over 3,897 Days - 0.13cph!
Only try generating dungeon navmesh if dungeon exists
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
Fixed players getting killed at the bottom of certain tunnel segments
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
Awful fix for "Tunnel clipping into the stairwell"
Fixed
59114 (Increased train tunnel nobuild volumes slightly)
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
AIInformationZone and AIThinkManager are IServerComponent
Train tunnel topology map tweaks
Increased train tunnel nobuild volumes slightly
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
Train tunnel prevent building volumes
Fixed world not properly spawning on first connect
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Fixed robocopy exit code handling (wtf)
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)
Use robocopy instead of xcopy
Since xcopy has a 254 character path length limit
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
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SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)