134,408 Commits over 4,444 Days - 1.26cph!
Custom seat prefabs and updated mount positions
Dismount if sled ends up in water
More drag, speed and turn tweaks
Reduce initial velocity when not on snow
Dismount if sled flips
Remove no-longer-used ground quality enum
Add IsOnSnowOrIce bool to terrain handler
Remove flyby sounds form snowball gun shots
Increase drag, add some support for slight turning input
Simplify VehicleTerrainHandler ground quality method since we only use the road component
Fixed a legacy vehicle terrain check bug
Fixed pickup/repair
Train protection values edit
Apply some force over time when a player mounts the sled
Use zero friction absolute
Initial sled setup and material swapping boilerplate
New handling for collisions between kinematic trains
Experimenting with converting terrain to use a tessellation shader instead of parallax.
Fixed motion vectors on attack prefab
GetBestTarget interface/implementation.
Events can now allow execution to continue past them if they trigger but have no output state container linked.
Added BestTargetDetected and IsVisible events.
Serialize initial state and correctly show it when opening designer.
Fixed pookie bear raid towers
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.