198,620 Commits over 4,140 Days - 2.00cph!
Removing unused stair pieces prefabs
More temporary colliders for playtesting
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting
Temporary colliders
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Move life story update into an ObjectWorkQueue
Have the workcart slow down more quickly of its own accord when not in use. So if players jump off it doesn't end up a million miles away from them
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
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Fixed subscribed addons not being able to update in the main menu while they are mounted
Fix workcart headlights being in the wrong place/angle
Unify the way ISteamUGC addons get the .gma file from Steam
Fill light LOD/occlusion setup progress
Fixed some of the objects with negative scale
Removed some unused prefabs
menu_cleanupgmas now takes into account addons that updated to ISteamUGC API from the old API, so their old .gma in addons/ is unused
Smoother horse movement when traversing bumpy terrain
Do not copy old API .gma subscriptions to ,gma.outdated files when an update is needed, the copied file is never used
T-junctions LODs and COL
Tweaked some LOD4 meshes to reduce pop-in
fixed heavily charged batteries displaying incorrect time remaining (used 12h format)
Fixed stairwell variant b never spawning
progress on stairwell and entrance meshes
Fixed gui.EnableScreenClicker()'s internal panel showing up after a screen resolution change while it is active
Prevent Lua errors when generating Spawnmenu tabs when an entity or a weapon does not have a Category set, or it is set to not a string
added ai.designing convar toggle
Train tunnels use "Darkness" environment type
Climate now works without biome map (falls back to temperate climate, for test scenes)
Added "Darkness" environment type (disables directional light, makes skybox completely black)
A single environment volume can now have multiple environment types
Fixed AmbientLightLOD not properly preserving light intensity
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
More refactoring, just place a static elevator block at every floor
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
Save/Load fixes
Fixed incorrect floor position at top floor
One icon that I missed on the crafting screen
Icon appearance changes:
- Let icons show at full opacity everywhere EXCEPT the belt (stands out too much when the inventory isn't open). This helps a lot with the "washed out" look.
- Belt icons set to 90% opacity.
- Updated some icons that I'd missed, that aren't linked to any icon prefab
- Rebuilt all loot panels; even ones that linked to the icon prefab didn't update until their prefabs were regenerated
Change delivery fee to be per purchase instead of per quantity - each time you click Buy you will be charged one delivery fee no matter what quantity specified
Immediately reset order quantities to 0 after clicking Buy
More static elevator work
Added an ElevatorStaticFloor Trigger that designates a floor
Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units
Floor triggers can be placed at arbitrary heights
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Improving spline indexing
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- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes