12,611 Commits over 3,897 Days - 0.13cph!
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Train tunnel entrance spawn adjustments
Added selection for preferred distance from same and other monument types when spawning monuments
Added selection for preferred road type when spawning roadside monuments
Fixed GenerateDungeons ignoring roadside monuments
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation
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)
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
Plugging the new prefabs into dungeon_grid_test
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
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▄▆▄▍▉ ▍▇▇▆███ ▌▍▆ █▍ █▅▌▅▉▊▉▊▋.▉▆▉▄▆▉▋▄▋▆▅█
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Roof conditional corners only apply when the roof tiers match
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Enabled grass displacement by default, renamed convar to grass.displacement (from grass.displace) to ensure old config values are ignored
NRE fix in BaseMelee.PlayerAttack when hitting world with a melee weapon
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▇██▇▉ "█▆▅ ▊▌▅▊" ▍▋▋▆▍▅▌ █▇█
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█▉▉▅▌ ▍▇▆▅▅▇▊▉▊▅▉▌▅▊▉▆▄▍▇_▅▊▍_▍█▌▅▄▄ ▆▅ █▍▍▋▅ ▊▆▌ ▄▉▅▇▆█ █▄ ▊▌▋▊█▉ ▆▍▆▍█▌▆ (▍▆▊▆█▊▊ / ▍▇▉▌▍) ▅▍▋▄ ▆▊█ ▄▋▉▅▆▊ (▋▌▊▍▉▅▆=█▉)
█▅▊▍ ▆▆▄▅_▍▍▍_▇▋▋▅▇▄▇▆ ▊▆▍▋▌▇ ▋▉▅▉▇ ▍▆▌▄▋▉▇
Added WorldSpaceGrid.IndexToGridCoords / IndexToWorldCoords / Copy
PathFinder.FindClosestWalkable bounds checks
TerrainMeta.InitNoTerrain also sets Position and OneOverSize
Added optional receiveToEnd toggle to ConnectionManager.Receive and SocketManager.Receive (default true = old behaviour)
Added SteamNetworkingUtils.Unencrypted
Merge branch 'master' of Facepunch.Steamworks
Meta file upper / lower case fix (part 2)
Meta file upper / lower case fix (part 1)
Committing game manifest prefab auto-updates
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare
Do I understand why? No.
Do the docs explain why? Also, no.
Does it fix the bug? Seems to.