248,594 Commits over 3,928 Days - 2.64cph!
bugfix re-exported wall.windows.bars.gibs with correct rotation
bugfix roadside electrical boxes culling distance extended for combat reasons
Dwelling prefabs props placement polish
fixed NREs with dwelling prefabs
DoPrepare on new dwelling prefabs
Fixed dwellings having an offset in the root transform
Improved dwellings spawns in the corridor prefabs
Fix shiny eyebrows
Status update when menu recompiles
Limit max size of text block texture
Tunnel dwellings prefabs work
merge from /main/save_204
Update to Workcart
Fixed flickering decal. Removed them as per Peturs request so light placement is nicer.
Fixed flickering cables in the overpass module
Fixed mismatched cables in double/single tunnel transition modules
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
Fixed players getting killed at the bottom of certain tunnel segments
Force Garry's Controversial Spacing in addons
Use mathlib for noise
NoiseTest entity
Merge Workcart -> Experimental
Collider distance calculation fix
Merge Workcart -> Experimental
Temporary engine slowdown from damage enabled and fully working. Shows infoon monitor + damage FX. Some other engine bug fixes.
Expanded corridor volumes on link-stairwell-bottom prefabs to enclose the lift shaft floor
▋▉▄▌▄ ▅▅▌ ▊▆▊▅▅ ██▅ ▍▆▄▉▇▌▋. ▍▊▍▅██▆ ▄▅▄▌▅▅▌▆▆ ▄▉▉▊█▉▉▉▆▋
Fix server compile error from rendertunnels
Show a proper name ("Tunnel Dweller") on loot panel
Fix HostileNote NRE in scenes with no terrain (editor fix)
Disable the engine slowing for now until we have visuals on the client
Work cart max speed is temporarily slowed drastically if the engine takes significant damage over a 10 second timespan. Slowed state lasts 10 seconds. No visuals on the client yet.
Reworked slot machine odds, bets are now 2 scrap and the jackpot is 1500 scrap
Fixed loot panel missing translation keys
Merge workcart -> experimental
Add world.rendertunnels to export the map's tunnel texture to a file
No processing is done on this so it's not directly usable
1. It's black and white - ignore all channels except red
2. There's no scale option for the command - it will always give a 2048x2048 texture, so manual scaling is required
3. When overlaying on top of the map, this texture extends beyond what rendermap gives (by like 25% or so? think it depends on map size)
SBox_SetBoneTransform localspace attempt
More work on modular vehicle
Fixed some odds editor incorrect values
Fix train tunnel marker icon (prefab change got stomped)
Fix train tunnels not rendering after reconnecting to a server sometimes
Make sure the workcart.entity merge was clean
Reduce work cart top speed and acceleration based on health, starting at 40% health and below.
Fixed top floor door behaving inconsistently on static elevators (ElevatorAtFloor wasn't working correctly at the top)
Fixed some ECS collision bugs
Buttons in elevator shafts now read "Call Elevator" when interacting
Fixed elevator doors not opening if you called an elevator from the floor it's currently on
S2P entrance monument