134,384 Commits over 4,444 Days - 1.26cph!
Fixed pookie bear ground watch
Pookie bear can now be placed on deployables
Workcart Mesh update
separated out the glass for damage pass
updated prefab
Added an allowed binds to NeedsKeyboard component to selectively allow a specific bind to still be polled
Push to talk setting should now be respected when using a telephone
Initial setup for train better collision handling
Refactored train collisions trigger, working on improving train collision physics forces
Enabled Xmas events
xmassrefill
xmass tree default + craft
Switched airdrop event prefab
Speed calculation fix + throttle adjust
Fix near desired speed calculation
Comment notes and a minor change to train audio
Replaced wood pickup model
updated sitem for movember
Snow Machine requires building privilege to access fuel container
Passive sled trail VFX on movement
Impact prefab & related.
PFX scene cleanup.
Making sure that renderers are not enabled until the entire group is fully loaded in. Some benchmarking stuff...
Impact gibbing & iterations
Refactor some track selection code into BaseTrain
Compile fix for track selection
Update to the audio manager, do some tricks with the throttle
Initial work on WorkCart audio manager
AI design hot reloading for all instances of current entity type when saving designs.
When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
Store camera animations in Assets/CamRecordings
scene2prefab fishing_village a b c
Fixed boat condition amounts
Add grounded check for fake drag
- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders
- Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
Bug fixes and building tests
disable chainsaw debug text
State delete designer functionality
Road tunnel blockout meshes and prefabs
wip states, cover & design
Refactor the basic train movement and collision code into BaseTrain
Move train collision code to BaseTrain
- Get WorkCart rigidbody to sleep and wake appropriately
- TriggerBase now passes the actual collider that was hit in OnObjectAdded as well as the object it's on, allowing WorkCart collision effects to handle GameObjects that have multiple colliders
updated supply drop gun loot table
Parent trigger size adjustment
More efficient speed calculation for modular vehicles