122,150 Commits over 4,048 Days - 1.26cph!
Added above-ground WorkCart prefab variant. Set up different materials on it. Made it save/load.
Merge Main -> Rail Network
Improved dot product check on chain connections
Chain connections are now multi-directional
Increased magnet crane yaw speed by 20%
Switched magnet crane back to "Normal" animator mode instead of "Animate Physics" on the client. This fixes the slightly jittery yaw movement and makes it absolutely smooth (assuming high framerate). The tradeoff is that it brings back the imperfect sync between the seated driver and the crane. However, with the updated interpolator this seems to be much less of an issue than before.
Ziplines can now travel up to 3m higher than their departure point
Add ziplinelaunchpoint.report that prints out the total ziplines and some length information (total and average)
Merge Main -> MagnetCraneUpdates
Merge Rail Network -> Main. Contains two small/safe fixes:
- Raised WorkCart end colliders so it doesn't hit some specific configurations of rail.
- Fixed floating trains after server restart from AddTrackSpline modifying the original spline (this fix won't work until a server's cache is cleared).
Copy the rail spline - fix floating trains after restart
Finalizing Satdish island WIP
Subtract
70035 - bringing Easter changes back
Remove the editor-only [BurstCompile] attribute
Push updated clan info to the app so it doesn't need to poll for it
Sat island resculpted for the new cliffs
LightGroupAtTime can now specify a power source override
Fixed junkpiles not spawning scientists since Apex removal.
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Increase the max number of teammates that the map can display to 40 (was 16)
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Some alignment fixes
Fixed a material regression
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Improved animated ease in when mounting a zip line, player rotation should look less awkward
Stop error when opening a vending machine from the marketplace screen with missing merchandise info (still shows an empty slot, but at least it won't disconnect the client)
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Merge Rail Network -> Coupling
Fixed NRE when killing a shark with a torpedo
Fixed NRE when initially loading from save in RefreshEngineState. Use NumMounted, which checks if mountPointInfo.mountable is null.
merge from main, reapplying Nvidia reflex changes - continued crash investigation
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Reapplying Nvidia reflex changes - continued crash investigation
subtracting easter2022 again due to uptick in crash reports - continued crash investigation
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merge from spectator_tools - nameplate ESP
merge from main - Reapplying easter2022, continued crash investigation