201,216 Commits over 4,171 Days - 2.01cph!
More spline data saving work
▇▅▇▊▅▊ ▆▌▇ ▌▋▊▌▊▅▇▋▆ ▌▉▄ ▌█▉▍▍ ▌▉▆▍█▊▌ ▍▅▆▅▊ ▄▆ ▆▅█ ▍█▇▄▄▌ ▇▌▌▋▄ ██▋▌ ▋▅▌▋ ▊▇▇ ▅▋▌▉▍▆▅▅▉▇▌, ██▅ ▉▍▋▊▍ ▅▊▍▌█▋█ ▆▌▍ █▉▉▄▉ ▇▉▅▉▌▅▊ ▊▅▋▊▍
Make WorldSplineSharedData actually update the prefabs properly when regenerating
More train track spline work
▋▆▆▄ ▋▄▍▇▍▋ ▉▇▋▅▄ █▉▇▋ █▊▅▌▉▊▄▆▊ █▉ ▇▌▊ ▌▅▄▊ ▉▉▉ ▍▇▋ ▊▌ ▋▄ ▄▉▍█ █▉█▌ ▉▇▋ █▋▋▆▍ █▇ ▊▊▌▄▄ ▌▍▌▆
█▆█▆ ▊▍▄▆▄▉▄▌▇ ▆▍▉▋▌ ▅▌ ▋▊█▇▆▅▄▅▄▉▅▉▊▇▍.▊▅▄▅█▋▉▅█ ▇▉▇ ▇▍█▆▍▋ ▍█▋▌ ▄▄█▌▌▆▉▇▉
Add method to regenerate all spline shared data for the project at once
update steamworks to 1.50
update steam binaries for linux
update windows binaries to the ones from steamcmd
Updated steamworks SDK to v1.50
separated scientist + heavy scientist designs
Added NPC.Set/GetSquad, NPC.IsSquadLeader, NPC.GetNearestSquadMember, ai.GetSquadLeader, ai.GetSquadMemberCount, ai.GetSquadMembers
Can now set the default state container in the ai editor.
Dismounted state now triggers the StateError event if no valid waypoint data is found.
Oilrig tweaks.
Optimized StaticGroup Transformation
Added OnPlayerPhysicsPickup and OnPlayerPhysicsDrop hooks, which handle +use physics pickup
Deleting an active player_pickup entity will now properly stop and cleanup the +use pickup stuff instead of leaving the player in an invalid state
▊▌▌▋█ ▅▋▌▍▉▅▌▉▅▉ ▌▄▌▄ ▋▇▄▊▋▅ ▍▋▅ ▉█▅▇▊▆▇▍▍ ▉▆▇▋▇█
Merge from crafting_pebkac
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)
Sort skins by recently used in the skin picker in the craft menu and the repair bench, persists across sessions
▍▊▅▇▉ ▉▋▇▉ █▄▆▄█▌▍▇▄▋/█▌▇▌▍▅▌▇▇
Reverting spline asset path code for now as GetAssetPath didn't work on prefab variants and GetPrefabAssetPathOfNearestInstanceRoot caused the Unity editor to crash on certain prefabs
▌█▇▉▋ ▄▍▇▄▍▅ ▅▆▇▄█▋ ▉▊▍ ▇▇▅▉▋ ▇▌▌▇▇▉▇▊ ▌▅▇█ ▇▊▌▆▆▌▄▋█
Fix several bugs with spline data generation
▌▍▍▄▋▇ ▄▇ ▌▆▊▉▌▆ ▊▆▌▇▊▅▄▌▋▌ ▉▄ ▅▊▌ ▋▌▌▌▌█▆▌▍▇ ▋▋ ▊▋▌▋▋▋▇█ ▇▊▉▄▌█ (▍/▅/▅)
▉▋▅██ ▄█▌▋▄▌ █▇▍▍▍█ ▇▅▍'▅ ▌▆▋▅█ ▅▆▋▍▇▉▅▋█
▋▇▉▊ ▌▉▅▇/▉▉▅▍ ▉▆▆▍▄, ▄▉▇▋▇█▅▇▋ █▇▆▅/▅▇▍▋ ▋▅▅▊▄▉▅▅ ▉▊▊ ▍▄▇▆ ▅▇▊▉█▄▇▌
Compilation fix for editor vs build
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
▊▉▇ ▇▅ ▇▉▆▌▇▋ ▇▇▅▄▆▉ ▇█▄▍▌ █▄▋▌▆▊▊▇ ▌▋ ▉▊▊▍ ▆▉▍▅▉█
▄▊▆▋▌ ▋▅▋█▅▉▍▇ ▉▍▇▆▉▇▌▉▅ ▍▍ █▍▊▌▌▌▋▍▇ ▉▊▋▋███▆
hook up sofa deploy/destroy sounds
Added optional argument to IGMODAudioSteam.SetTiime: If set to true - do not decode/render the steam to given position which can be expensive but necessary for some streams, just seek to it. Defaults to false.
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