121,387 Commits over 4,018 Days - 1.26cph!
Adjusted import settings on the new link icons
Add support for demo shots to serialize parented shots
Stores the current parent entity and optionally the bone that the camera is attached to
Fixes out of sync camera movement in shot playback when a shot is recorded while parented to a moving entity
Extended train wagon parent trigger size to include the side platforms
Fixed train wagon ladders slowing rotating the player, at different speeds depending on the wagon's rotation
Coupling points now pivot to try and visually stay connected. To achieve this, we're now sending basic data on what we're coupled to to the client
Do heaps of damage to animals/npcs if a train hits them.
Reworked the megacliff walkway ramps because the old style was impossible to splat with the new cliff pieces without it looking like complete crap
Restored junkpile NPC prefab nuked in merge
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Calculating potential total instance count debug
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Stripped a lot of code out and setting up foliage grid to try and support compute based foliage.
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Auto-create the save path for servers (server.identity)
Fixes exceptions thrown at boot when it doesn't exist
Codegen and manifest to fix merge errors
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Added grass.refresh_budget and decreased resolution in FoliagePlacement.CheckBatch
Lowered wagon and above ground workcart populations
Fixed train wagon wheels not animating
Reduce timeSinceCouplingBlock lockout from 2s to 1.5s
Another train coupling fix
Fixed a case where a train car would become non-functional after uncoupling
Fixed performance drop when looking at a deployed boom box in a crowded base
Updated bogie detaild colliders on Work Cart and wagons
Block train coupling for a couple of seconds after some situations
Rerun train car gib setup
Null check - work cart doesn't have train car audio
Stop Train Car audio when the client tick stops
Merge in the updated train audio
Allow train car coupling at a bit higher speed
Disable all editing functionality on the clan UI when not near a clan table
Show a tip on the clan UI explaining that editing can only be done near a clan table
Merge in train sleep code
Another fix to prevent stack overflow when trains go wrong, which would crash the whole server. Sorry Staging players.
Placeholder clan table entity where you need to be near to manage your clan
Show a vital on the HUD when near the clan table
Don't allow inviting players to clans when not near the table
All clan RPCs which modify clan-related things will fail when not near the table
Don't couple if the track that the other train car is on isn't actually connected to ours
Catch attempted coupling when a train car collides with the side of another train car at a low angle at a junction. Only allow the coupling if the distance between the coupling points is low