239,357 Commits over 3,837 Days - 2.60cph!
ui/serialization/proto wip
Fix being able to block shaft with triangle floor piece
Fixed elevators connecting to each other through entities placed in a floor frame
Can no longer build elevators on top of an entity placed in a floor frame
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don't use the exclude list on floor grill
Update floor socket name (in prefab and script)
Manifest update
reduced range of bandit sentry turret
Don't allow the lift to move if a vehicle is in the lift space
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Merge from elevator_block
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
Merge from elevator_block
Explicitly don't allow elevator connections if there is a floor between blocks (was inconsistent before)
Don't allow EntityLinks between elevator blocks if there is a floor between the blocks
Kill elevator blocks during OnPhysicsNeighbourChanged if they don't have a floor or connected elevator beneath them (verified via entity links and not the regular ground check)
Merge from platform_types
Increase graphics quality
Lower main camera resolution instead of disabling it completely
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
Enable elevator component
Kill lift if it gets admin killed and it has no parent
Use InvokeRepeating instead of Update
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Merge from platform_types
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Fixed that the first monument that was placed (usually a harbor) would nearly never be connected to the road network
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Trails use same costmap resolution as roads (allows them to find paths from much further away)
Latest non-beta Steam DLLs for Windows and Linux dedicated servers
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Better error handling for compressed lump handling
HDRP custom maps remaster (archipelago, canyon, craters, oasis, range)
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Merge from platform_types
More EAC disabling for spectators
Added Fad.Text.SDC
SFML test uses SDC text test
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Changed demo.splitmegabytes default value to 200 (from 100)
Prioritize terrain texture adjustments from larger roads over those from smaller roads or trails
Fixed trails being too thin and jagged on sand (looks bad)