121,348 Commits over 4,018 Days - 1.26cph!
GameUI prefab. No changes, but my earlier change to GameTip formatting has made the GameUI prefab want to adjust slightly
Separated Main and End colliders on the non-unloadable wagons. Fixes the coaling tower not detecting them correctly due to TriggerBase not handling multiple colliders on one object.
network++
codegen checks
Phrases
loot wagon unloadable loot tweaks
Molotov.deployed fire trail while in the air (a bit ghetto atm)
HDR tweak on Molo flames.
Code review: ApplyBoundsChecks now takes an additional LayerMask that will get rejected regardless of whether it has a SpawnableBoundsBlocker, use this to remove a bounds check in SpawnHandler.Spawn
Code review: don't repeat physics checks for each BoundsCheck component on an entity
Molotov ground flame iteration
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Fixed GameTips error if a player who has never used voice chat walked close to an NPC
Fix clan table notification in vitals area being the wrong size
Fix right clicking on the nexus map moving the point of interest
Disabled vertex compression on Position. Everything else still turned on.
added isToggleSwitch option to SimpleSwitch_LightSwitch
flashbang tech tree setup
Final'ish ground flame prefab
Disable plant genes canvas when invisible
Disable deathscreen canvas when invisible
Disable crafting canvas when invisible
fixed molotov 'placement'
Disable inventory canvas when invisible
Disable main menu canvas when not visible
Add editor tool to list all active canvas and number of children
Gamemodes can customize sleeping bag reset range (needs balance pass)
Fixed unintended rail intersection overlaps that could lead to triple intersections
Unloading takes longer
Loot wagons hold more loot (ores)
Cast navigation transition positions to navmesh where appropriate.
Handle teleport and nav from base/construction to navmesh.
Wipe BPs on force wipe (normal map wipe)
Fixed TrainTrackSpline SetAll not copying the hierarchy value
Turned vertex compression back on
Turned vertex compression off
Fixed the crash on train track collation when a three-way track split was generated. Still need to get it handling track selection correctly.
merge from Trainyard_update
fixed modders water_trigger
FIxed build/client/server errors
Better selection of meshes to bake when a renderer has a mesh in each state (ie. permanently visible)
Cull some debris in gas station
Add a root HLOD to gas station and large oil for testing
Disable flare renderers if their intensity is at 0
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Added an option to automatically assign a root HLOD to S2P, good for smaller monuments that can easily bake down into a single mesh (supermarket, gas station, warehouse, etc)
S2P now updates and bakes all child HLODs when building prefabs (for when we want to break a monument into multiple HLODs)
Added some small puffs of dust to the unloading tower pipes while unloading is happening, different for ore vs. fuel. Hopefully helps to show players where their stuff is heading.