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Damage train when hitting barricade
Reduce train speed a bit more when a barricade is hit
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LODComponent compile fix for SERVER
Train barrier collision handling
Manifest, merge fixes, codegen
Merge from map_optimisation
Use RustLayout on shop map marker cluster
Initial work on destroyable barricade for tracks
fixed constant RF spam at oil rig
Made train stop lighting slightly brighter
Added map icon for fof_nest
Revert changes to Entity.NetworkVarNotify as they cause problems with many addons
TTT: Fixed an issue with LANG.AddToLanguage to do with missing languages (Community Contrib)
Created unique light prefabs
Tweaked fill lights to simulate bounce lights
Replaced old lights with new prefabs for all tunnel modules
Reduced flare distances
Increased fill light distances to prevent the tunnel from becoming dark too quickly
Tweak prop dressing
Removed static doors from the stops
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readying the connection to train platforms
vm medical syringe source file updates
Added TargetLostRange to AIBrainSenses.
TarrgetLostAIEvent now checks distance too.
Oilrig scientist design update.
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Added enum for navigation speed settign and per-type speed values.
Switch all calls to BaseNavigator.SetDestination to use the new enum.
Test scenes updated.
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)
Fix train_track_3x9 spline
Remove garbage gen in CheckAssignCollider
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Concert collision contacts loop to be garbage-free
Pookie bear deploy guide update
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
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Let manifest builds regenerate world splines
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