198,677 Commits over 4,140 Days - 2.00cph!
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Localize the "Failed to find any models for this addon" message and do not allow trying to open floating .gmas on workshop through Spawnmenu
Maintain nicer sorting for numbers in DListView column sorting
Added lua_dumpfonts(_menu) for debugging
Removed my old temporary work cart damage effects
Added separate FX slot for temporary engine trouble
Increased work cart damage effect thresholds to 60/40/20
Made monument signs facing the tracks slightly larger and more readable
Increased viewi distance on procedural monument name text
Completely disable rain / snow particle effects inside train tunnel environment volumes
Do not try to load the flushed models immediately after flushing them on map disconnect, this does not work for map embedded models which do not exist after disconnecting from a map
protocol++ too many mismatched bug reports
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
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max depth/altitude optional value for safe zone triggers
TTT: Fixed an instant reload exploit (Community Contribution)
Fixed PlayerWeaponColor material proxy hack for Super Grav Gun for cases where people override the default gravity gun (Community Contribution)
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
Fixed z-fighting on train stop pillar bolts
Added some debug info to "%s overflowed reliable buffer" disconnect message
Added "total" count to mat_dump(textures/materials)
Properly remove unmounted (.gma) addon files from internal map so when something tries to access them we don't crash.
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
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Fridge door should be fixed across all locations now
More junkyard progress - reviewing LOD distances- scene organizing
Merge from network_tick_optimizations
Refactored the fix for sleeping buoyancy
Topo mask changes to fix some fields that weren't receiving all field spawns
Fixed flickering wires/bolts in overpass
Fixed wires clipping through the wall in tjunctions
Slightly increased LOD dinstances on t-junction walls to help with wire clipping
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
Only try generating dungeon navmesh if dungeon exists
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Fixed SlotMachine navmesh server error
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
merge from /slots (minor updated payout sounds)
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch
Refactor gesture logic into it's own script and better track progress/start/stop on the server
Make id's for all gestures, send those instead of strings
Cache all gibbable GetComponents in AttributeSetup, saves time and garbage allocation during gameplay
Revert to old item colouring on slot machine loot panel