121,082 Commits over 4,018 Days - 1.26cph!
Removed silence from the start of the combat knife deploy sound so that it doesn't sound like you're scraping it on your head
Fixed missing deploy sound for combat knife (missing animation event)
Moved the coupling FX from the gauges to the monitor
Placeholder dashboard coupling effect for locomotive
Removed the 15% bonus to wagon spawns as my new spawn fix fixes the root cause
Merge in my spawn fix + other content from Main
Fixed GetRandomPrefab() decrementing numToSpawn and sumToSpawn every time it returned a result, eventually resulting in zeroes that meant no more prefabs could be spawned no matter how many attempts were made. Fixes things like junkpiles spawning vastly less often than they're intended to.
If an attempted spawn by the spawn handler fails (e.g. due to something being in the way), don't count that as a filled spawn - let it try again unless numToTry is exhausted as well
Merge from main (new unity update)
Animal headshots will play hitmarker + sound
Jackhammer hits hotspot every time, reduced bonus to keep speed the same
Resource dispenser floating point errors fixed, no need to miss hotspot first hit
Coaling tower vacuum machine LODs and colliders
Created prefab for the coaling tower vacuum machine
Split off the pipe and cable into a separate game object
merge from combat balance changes
lowered hmlmg condition
adjusted hmlmg recoil
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increased hmlmg crafting costs
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modified zoom recoil for scopes
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reduced blur/blood effect when at low health
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accuracy bonuses removed from silencer
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GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
Added coaling tower collector and placed the assets in the map
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Block moderators from running ownerid
cherrypicking
71462 Unity 2020.3.34f1
No need to relog after applying ownerid
Entities that lose condition on pickup can be repaired in bench (windows)
Added fuel tank and scrap bin collector
directional indicators now work with hide blood option
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Merge the train kill invoke delay to Aux
Merge the train kill invoke delay
If destroying a train car during spawn, wait one frame. Prevents NRE when the spawn also involves a network group switch.
Better and simpler available space checking for train spawns. Fixed valid population spawn positions being later rejected.
Detect and disallow parenting loops where the child is the parent (was already detected later in the chain with an error, but this lets TriggerParent early exit from the attempt)
Updated MinDistApart calculation to work with train cars of varying length (needed for the long locomotive)
Adjusted collision damage taken and derail collision force limits on all rail cars
Util to try catch coroutines & try catch saves so they dont break until restart
Merge from flashlight_on_fix
cherrypicking skin_bundles