249,480 Commits over 3,959 Days - 2.63cph!
setup AIZ sleeping on most AI monuments
remove replace from ballpit
smoothed out fuse remoteControlBullet
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merge from sleepwakemerge
Add ai.sleepwakestates console command.
Removed some debug log.
Added some placeholder sound effects
Fixed watercatcher UI drinking
Asynchronous ball potting animation and reduced RespawnWhite/BlackBall to RespawnBall
Fixed issues with pool_felt_tiling_blend
Merge branch 'main' of sbox-pool into main
WIP timeline layout changes
Fixed a shot looping issue
Added WorkCart cover models to the main LOD script, removed the extra Renderer LOD scripts they had
Clear the hazard flag properly at the time when we stop checking for hazards
Fix light visuals getting set twice
Fix WorkCart rear brake sparks playing on Awake
Fixed line in process sometimes not appearing (pooling issues)
Code review: Use a tick method that only runs while a train is moving, instead of using LateUpdate
Can't change colour while a line is in process
Increase the minimum threshold for train collision damage so the train definitely doesn't taking any damage when hitting barriers at low speed
Fix train brake FX not showing when travelling in reverse and throttling forward
Use reload instead of RMB to open colour menu
Clean up brake and spark code on workcart, mainly so that we can use the spark FX for junction transitions as well
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updated textures/colliders
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Potential NRE fix when spawning gibs for construction blocks
Change packages-lock.json com.unity.ide.rider dependency com.unity.test-framework version back to 1.1.1, and commit missing and changed meta files from the backport merge.
Make cardtable_gibs read/write enabled (fix "CollisionMeshData couldn't be created...")
Auto sleep AIZ on startup
Added ai.sleepwake toggle convar. Codegen.
Instantly sleep an entity that gets registered as a sleepable in a currently sleeping AIZ.
TriggerWakeAIZ implementation. Calls sleep interface on all AI entities in the AIInformationZone X seconds after there are no players around, and calls wake on them again when players return.
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Fixed case where modified scriptable objects aren't reserialized
Fixed some cases where stages would load the wrong assets
updated textures/ models/ lighting
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