248,584 Commits over 3,928 Days - 2.64cph!
better respawn times for tunnel dwellers/npc dwellings
Train cabin warning system now also detects barricades. Barricades register with the track they're sitting on.
T-junction and junction prop dressing to make them feel less empty
Added some signs to train_tunnel_dobule_str_a
adjusted spawn rates for workcarts
smooth workcart handle movement
workcarts decay and respawn properly
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
Fixed vent jumping issue in entrance mesh
Fixed collider details missing from roof on entrance collider
Improved collider accuracy on bottom of stairwell lift shaft
Fixed grass spawning inside entrance
Updated warning signs in train tunnel stops
Tweaked backlit sign materials to blend in better
Fix crazy errors on missing entity type
Signs generic texture/material update
fixed one dwelling spawn too many in 72m segment
Update train tunnel entrance marker so it's smaller and more visible
Reworking 72m corridor prefab to load art prefabs as a base rather than the smaller AI loaded segments, AI objects and dweller spawns in 72m segment custom fit
Updated heavy barricade stone barricade prefab links
Adding a barricade static model in props folder that has better looking LODs (to be used for world environment, i.e. the new train barricades)
train barricades can now be destroyed with melee
Additional sign meshes and prefabs
much improved train barricades + read/write
m92 slightly increased AI range
Some BulletSystem codegen tweaks
Added VibrateOnTouch feature
To avoid some onUpate usages
Merged PlayerCollisionSystem jobs, VibrateOnTouch support
Added warning signs to train_double_stop_a
TunnelDweller - reduced overall spawns, reduced loot
Improvements to main menu's bottom navbar for tiny screen resolutions
Added "Games" label to the mountable games button to hopefully better direct players to it, and added "Not Owned" / "Not installed" labels so there's no questions about which icon means what
Added CameraModifier
Expose Easing functions
Added Noise.Perlin
Added Perlin and Random screenshakes
puzzlereset for tunnel NPCs/loot
Awful fix for "Tunnel clipping into the stairwell"
Generic signs meshes/prefabs
fix sandbox gun
Missing entity type is a warning, not an exception
dm_yard latest
Rust asset fixes
Stripping a bunch of alyx stuff from the fgd
Added a simplified collider to the stairs in train_stop_b
fixed cover points not being removed properly
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Capping holes in corridor_straight_18m
corridors set dressing and cover pass - kept empty spaces around NPCDwelling spawns
Tweaked overpass cables a little bit more
Attempt at fixing flickering cables in overpass modules
Reworked Workcart lighting
Fix crash in CQColorImage::mouseReleaseEvent
Fix some rust assets
Merge branch 'master' of sbox
Update to workcart model:
removed decals from bottom so Petur can place lights without it being awkward.
offset other decals that were previously flickering.
Had a look at the missing LOD0 headlights but everything seems okay?
Fixed
59114 (Increased train tunnel nobuild volumes slightly)
Increased entrance culling distance - was lumped into the corridor tweaks earlier by mistake
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
Make sure features are enabled properly when creating material from image
Moved track splines on the four-way junction to the root level, fixing trains not being able to ent spawn there
Support metalness texture when creating material from image