108,647 Commits over 3,867 Days - 1.17cph!
Styling, fixes
RMB to clear slots
Added a reset to default button
Cut down version of every monument scene spawner prefab
Kickstand spring additional lookat
kickstand tweak, removed unused sidecar model placeholder
Pedal bikes have a chance to spawn on roads
Adjust motorbike wheel height
Fixed sidecar suspension. Fixed foot IK NREs on some bikes.
Foot IK for the trike passenger, and rotation limits. Removed starter key code.
Trike passenger mount added
Trike rear wheels turn, though on the wrong axis
Assigned the correct gibs models
Merge underwater_fog -> Main
merging gibs for sidecar and tricycle (merged the tricycle folder in the process)
Remove every map generation component from scene spawner prefab for monuments
- only output GameObject + ScenePrefab component
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present
Remap to scene spawner only when spawning world
Added another 0.25m to the seismic sensor range forgiveness, following CS
98678
export latest 3p handcuffs anims
trike:
- rigged up
- added wheel/cog anim
- added animator & move param
- updated prefab to use new animator
Optimised ring road search
Merge from travelling_vendor -> Aux2
Basic vehicle visuals port
Switch `monument_scenes` convar to be saved
merge from wire_slacking/optimisations
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burstcloth improvements
- rotational constraints respected
- constraint normals are correct now, significant improvement to length constraints
- some jobsystem/burst optimizations
Setup Vintage Desk Prop Prefab
Added and Setup Vintage Bookshelf Prop Prefab
Added and Setup Vintage Dresser Prop Prefab
further fixes to storage warehouse.
updated motorbike kickstand skinning, mask texture, and materials setup
updated vcol on decals to tint the recent decal albedo changes
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
Round prices up to the nearest 5 to make them look nicer
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
fix material assignment on storage warehouse trims.
Fixed line anchors fuckery again
more work on geo for storage warehouse.
handcuff viewmodel animation updated
Block unlock minigame in wounded states
reverted changes to workers_house_generic_trims
merge from wire_slacking/optimisations
Resize the arrays if we're adding more than 18 points to the line (creative mode allows for 999 points)
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