200,283 Commits over 4,140 Days - 2.02cph!
Undo renderFX copy for clientside ragdolls, it causes issues
gmpublish use consistent types for workshopID
update steam binaries for windows/linux
merge from main up until steamworks update
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation
compact car - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total - fixed paint mask tinting underbody paint
compact car - removing test mesh
Train tunnel pipe transition walls
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Add redirectVendingBehaviour field on item definition to control how redirect items are treated by vending machines
Defaults to NoListing (current behaviour)
Has ListAsUniqueItem option that allows redirect items to appear in the sell order UI even though they are marked as hidden
Enabled this behaviour on the spacesuit
More spline data saving work
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Make WorldSplineSharedData actually update the prefabs properly when regenerating
More train track spline work
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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
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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
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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
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Fix several bugs with spline data generation
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