122,202 Commits over 4,048 Days - 1.26cph!
pipe wrench vm tweaks, renderer fixes, setup 3p holdtype
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Adjust IO positions on conveyor to make passthrough more obvious
Fix exception when loading into a server with pipes
Fix warning spam when using wrench
Fixed missing mips on new item icons
Fixed missing electrical category icon on item filter dialog
Use HashSet for deathmarker clusters as well
Ice wall gibs collider material update
Merge QOLDec22 -> PhysicsLayerRevamp
Use a new "InUse" flag for the "any mounted?" check on vehicles, since the Busy flag I was using in
77518 blocks interaction. I could override that behaviour for vehicles, but better to keep the standard behaviour I think.
Fixed animator trigger name on wrench
Updated gingrerbread wooden crate collider material
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Added global.disableBagDropping that disables the backpacks that are dropped after a corpse times out (for cinematics)
Files needed for SSS chocolate if we go that route
Scene backup.
Added batching on some mats.
New cream pile static based on existing rubble piles
Gingerbread barricades collider materials.
Grammar adjustment to chat message: "Turned central locking..."instead of "Turn central locking..."
Updated xmas entry and exit door's collider materials.
Added some extra dismount points to the zipline to try and prevent cases where the player is killed when the zipline clips the terrain
Adjusted the behaviour when a zipline reaches the end of the line to properly place the player in a valid position, seems to fix the player dying during the dismount checks when landing on a powerline platform
placement model is static, offset floortoint.
pipe wrench viewmodel - base file, anims, controller, updated vm prefab to use new files
Unsaved change from prev commit
Refactored UpdateMountFlags method, and don't set Flag_AnyMounted on BaseMountable if it's a BaseVehicle.
Merge from main -> map_optimize
Driver can now steer a modular car when engine is off. Allows for one person pushing, one steering.
Code changes: Clients can now get info on whether anyone is mounted to a vehicle. The client vehicle tick now runs when anyone is mounted, not just when on or moving.
Xmas tunnel portion added to the test map
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Increased coverpoint usage range
Equip melee gingerbreads with candy can club instead of hatchet.
Added BaseNavigator.FaceMoveTowardsTarget and implemented it in MoveTowards.
Set candy cane melee dmg scale.
Melee AI design updates.
Set AI dmg scale for hatchet.
MoveTowards state can now use new BaseNavigator.MoveTowardsSpeed.
Switched chase state for MoveTowards.
Equip hatchet.
Increase melee gingerbread move speed.
use CombatStationary instead of Combat
Update xmas dwelling spawners to use both gingerbreads
Added placeholder gingerbread melee AI config/design