249,398 Commits over 3,959 Days - 2.62cph!
Some cinematic commands for managing multiple cameras:
debug.listcameras lists every camera
debug.setdisplay modifies the target display of a given camera
debug.solocam enables the given camera and turns off all others (except the gameplay camera)
Added a screenshake when the elevator arrives at a floor
Horses now parent to elevators
Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
Fix the point of interest and death map markers using the center of the image as the origin, should have been bottom center
Organizing hierarchy & collapsing where possible for better performance.
Mega cleanup of obsolete clutter & broken prefabs.
Various other improvements.
Increased elevator health (250 -> 600)
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
Update scope overlays to scale the color with the time of day (so no more bright scope at night)
Increased elevator speed (time per floor 3s -> 2s)
Moved elevator to electrical category
Restored menu background videos
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
Merge from platform_types
Disable aantihack for spectators
Set main camera resolution a different way because the one I did before doesn't work
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Fixed the main lit template to support SRP batching, rebuild a lot of the relevant shaders.
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Added push field support to path finder
Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)
Added default to attract in SetTargetPlayer for backwards compat
Fixed event handler leak in Stage_Camera
Toned down main menu background anim
!switch
generic type RPCCalls code gen change
merge from elevator_block
added elevator to compound extra 2 sell orders (for testing may change in future)
Reduced building block around swamp_c inline with other minor monument
Fixed green card respawn at swamp_c
Fixed incorrect rotation check in elevator socket
Greatly reduced Core shader instanced properties
Upgrade NexPlugin
Upgrade to Unity 2019.4.10f1
Merge remote-tracking branch 'origin/master'
Fixed HLS satchel not exploding
spiral pattern
laser powerup
endow powerup
autoball powerup
some status changes
giver speech
SpeechBubble can attract to player
Fixed fishing villages still sometimes spawning on islands
Added support for secondary / redundant road connections to the road layout generation
Ensure all monument road connection points are connected to a road if at all possible, leading to a larger and more continuous road network
ui/serialization/proto wip
Fix being able to block shaft with triangle floor piece
Fixed elevators connecting to each other through entities placed in a floor frame
Can no longer build elevators on top of an entity placed in a floor frame
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don't use the exclude list on floor grill
Update floor socket name (in prefab and script)
Manifest update
reduced range of bandit sentry turret
Don't allow the lift to move if a vehicle is in the lift space
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Merge from elevator_block