199,999 Commits over 4,140 Days - 2.01cph!
Working on a lookup table to allow a constant rate of movement along cubic splines. The simple "spline t * distance" system existing in PathInterpolator doesn't account for the shape of the spline, causing the train to slow on curves
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Debug.editorselectinrange now works in demos and will use the position of the debug camera for it's origin if it is active
wip scientist memory/senses conversion
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Can now deploy and pick up the drone
WIP fixing collision and landing logic
procedural grouping and tree line widget
ErrorNoHalt when file.Open is given incorrect read/write mode (used to silently fail)
Fixed issue with standard terrain blend + shoreline wetness.
serverside gibs inherit rendermode/fx
Fix mounting support for G String game
Added ITexture.GetNumAnimationFrames()
Added ENTITY:GetPreferredCarryAngles( ply ) ("anim" type SENTS only)
Added Player argument to GM:GetPreferredCarryAngles
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Updated dead pine prefabs / removed random rotations on X and Z axis
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Pine billboards / New material for pine saplings
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Merge from growable_rain_merge
splited shredder component, added LOD and prefab setup
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Where we're going, we don't need gravity
Don't add throttle forces if train is colliding
Trying a new hybrid physical and spline-based train movement system
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Working on workcart collisions. Some issues, may need a new approach
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Reworked rain implementation: standalone plants no longer receive any bonus for rain
Planter boxes will now fill up with water if it's raining and they are exposed to the rain
ingame node layout and grouping
Fixed weird freeze in the server browser due to SteamAPI
Load size for floating .gma addons
New billboards for beech, birch and oak trees