121,082 Commits over 4,018 Days - 1.26cph!
▆▇▋▍▉▆▆▉▅▅▋ █▅▅ ▇██_█▆▋_▇ ▉▊▆▊▍▋
Merge from interaction_sounds
Additional missing open/close sounds for items
Renamed Train folder to TrainEngine, to facilitate a merge from Main where that's also a new folder of the same name
Fixed train track selection being the opposite of expected if the driver is in a train engine that is facing in the opposite direction to the primary (front) train car in a coupled train
Merge WorkCartVariant -> Sav225. Adds a new WorkCart above-ground variant with additional cover at the rear.
Corrected spawn vars after testing
Set up spawning for the new workcart type
Limit the size of chat history to store in memory on the server
Configurable with the chat.historysize convar (default 1000)
Merge Sav225 -> WorkCartVariant
Fixed NRE when destroying train cars with timed explosives. Correctly unassign completetrain in RemoveFromCompleteTrain and do more null checks.
▆▆▄█▄▍▌▄▉█ ▆▄▊▆▊▇ ▊█▊▊▉ ▇▄▍▊, █▋, ▊▉, ▇▆▌▉, ▄▍▊▆▍▊, ▊█▅▊▅, ▌█▅▉▅█▊▊ ▉▋▉▌▅▄▌▊
- Gibs for the new variant
- Material fixes. Updated the red variant to work with the railing model changes (railings turn red too)
Updated all WorkCart colliders
New above-ground WorkCart variant:
- New material colour
- New rear area attachment
- Railings disabled
- Slightly increased weight (this variant only)
- Slightly lowered top speed (this variant only)
Colliders still TODO.
Merge Workcart Update -> WorkCart Variant
Can now create clans from the clan UI when at the clan table
Remove the clan.create and clan.invite commands
Allow apostrophes and dashes in clan names
List clan members with their role in clan.info
vm updates
- removed gun moving back on bolt pull
- added ADS idle & fire, with reduced movement
- setup additional deploy
- tweaked original deploy
- ammo belt secondary movement refinement
- fixed wrist shearing
Work cart DIY attachment model, LODs, collider and gibs
New work cart material variants
Split work cart railings into a separate object so that they can be hidden
Testing a different method for ray casting
material updates following texture changes
concrete_h and concrete_h_var (puddle variant, now has its own set of maps)
Fixed MilTuns & LS interiors having a bunch of missing stuff, such as lighting and more.
(No AI in this changeset, to be migrated from latest)
merge from monument_lighting_upgrade
industrial buildings prefab updates - many were missing mesh decal renderer scripts.. a regression?
material updates following texture changes
uploading re-worked texture sets
stair_ladders, concrete_f, concrete_a, concrete_d, concrete_b, concrete_g
Unity doesn't like empties within empties exported from blender apparently, so i made a work-around and fixed the dial needles
updated prefab - needles should work via code now.
Pistol and rifle ammo crafting setup
Added additional preferred alternate paths for the train cars. Fixes train cars sometimes getting pulled a little way down the wrong path at a junction before correcting themselves.
Fixed corrupt cactus prefabs from interaction_sounds branch
71048
merge from mapper_requests_may22
merge from interaction_sounds
merge from death_screen_improvements
Added an explanatory comment
Remove missed debug print
- Code review: Use pooling for GetAll.
- Fixed errors when wagons are spawned not on tracks.
Iterate through list of remote controllables rather than all server entities
Reduce to 60m, 75m made the valid areas of some siding spawns very short
Increased rail spawn population MIN_MARGIN from 40m to 75m. The new side rails take longer to diverge, which was sometimes causing spawned trains to block the main track a bit.
Merge from spraycan_merge2