155,649 Commits over 4,536 Days - 1.43cph!

6 Years Ago
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
6 Years Ago
Fix broken prefab
6 Years Ago
More refactoring, just place a static elevator block at every floor
6 Years Ago
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
6 Years Ago
Merge Main -> Workcart
6 Years Ago
Save/Load fixes Fixed incorrect floor position at top floor
6 Years Ago
One icon that I missed on the crafting screen
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Compile fix
6 Years Ago
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
6 Years Ago
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6 Years Ago
Improving spline indexing
6 Years Ago
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6 Years Ago
- 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
6 Years Ago
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6 Years Ago
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6 Years Ago
Disable RichText markup in server browser button
6 Years Ago
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6 Years Ago
Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
6 Years Ago
merge from lunar_near_year_2021
6 Years Ago
Reduced gong crafting cost
6 Years Ago
Merge from main
6 Years Ago
A bit of cleanup
6 Years Ago
Prefab updates
6 Years Ago
Bug fix
6 Years Ago
ViewModelScope bug fix, fixed bug where skins weren't being applied.
6 Years Ago
fixed a small offset in corridor_stop_transition_b
6 Years Ago
updated entrance prefab link in tunnel entrance scene to fix the materials display
6 Years Ago
progress on stairwell and entrance meshes
6 Years Ago
Corridor fixes 2: Quaternion boogaloo
6 Years Ago
Stairwell bottom adjustments
6 Years Ago
Tunnel LOD/occlusion mesh fixes
6 Years Ago
Tunnel entrance prefab update
6 Years Ago
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
6 Years Ago
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
6 Years Ago
merge from lunar_new_year_2021
6 Years Ago
Lunar 2020 menu video
6 Years Ago
Tunnel entrance Scene2Prefab scene
6 Years Ago
Corridor environment volume updates
6 Years Ago
Prefab updates
6 Years Ago
PriorityEnd is no longer required
6 Years Ago
Removing obsolete 180 degree turn corridor prefabs
6 Years Ago
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
6 Years Ago
Better, less buggy support for stairwell bottom variants
6 Years Ago
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6 Years Ago
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