253,045 Commits over 3,990 Days - 2.64cph!
+ changes to the wood flecks material
[D11] Fix for Incorrect Vertex Colours on Bus Stop
Adjust WheelRay mask to better match what the vehicle movement layer actually hits.
[D11] Fixing some issues I found with a truck missing smoothing groups in a LOD model and a cone with incorrect LOD distances assigned
Remove the collisionLayerMask. Vehicle collisions will already only detect hits on the Vehicle Movement layer anyway, and it should be fine to consider all of those as collision hits.
Expose more resource collection
Expose more animal kills
Fix UI being left open
Code review: Moved WheelRayMask into Defines.cs as WheelRay
Code review: Remove unused method.
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Remove left-over uses of numSubComponents
Code review: Use PreProcess for module validation instead of OnValidate
Code review: Don't bother with caching numSubComponents
Code review: Another SetParent to go before Spawn, + remove unnecessary value assignments
Merge from friend_grouping
Switch velocity to using GetWorldVelocity again.
Change some strings to const fields
Fixed standalone build error
Changed button prompt highlight styling
Settings controls highlight styling
A little more highligh styling
Code review: Use PreProcess instead of OnValidate/DoPrepare, use [HideInInspector] instead of [ReadOnly], serialize vals as zero in the prefabs.
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
Fix TriggerBase entity list bug. Entities with multiple colliders could get into the following situation:
- Collider A enters the trigger. The base entity is added to the entityContents HashSet.
- Collider B enters the trigger (same entity).
- Collider A leaves the trigger. The base entity is removed from the entityContents HashSet.
But the entity's Collider B is still in the trigger.
This fix keeps the entity around until all colliders on it have left the trigger.
WIP server message of the day
Fixed Musical Maestro achievement counting static instruments at compound as unique instruments (will take effect after a wipe)
Added a fallback in case these extra instruments had already been tracked
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File system stuff mostly working
Set chat limit to 64k characters to avoid lag/freezes with long chat logs
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Source Engine language system is no longer forced to English and uses Steam's UI language.
Added -languge to override SE language
Working on implementing IStorageService on switch
[D11][UI] Fixed missing locs
[D11] New crane materials in harbor scene
+ Fixed the wood particles breaking