248,584 Commits over 3,928 Days - 2.64cph!
AIInformationZone and AIThinkManager are IServerComponent
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Fix drone model path. Fix modular vehicle material.
Train tunnel topology map tweaks
Increased train tunnel nobuild volumes slightly
Fix selected asset types getting fucked on initial filter update
Support partial type names in asset browser filter string
Add FindAllAssetTypesByPartialFriendlyName
Improved gib positioning for conditional models on building blocks (particularly stone foundation)
hard invasion ship1
Merge branch 'master' of SpaceUsurperUnity
hard invasion minion cores
reverted some changes
ball pit menu core
intro strings variety
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
octopus string variety
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AssetBrowser: Support "t:material" in search to filter by type
Added placeholder explosion effect to work cart destruction
Fixed location of npc blocking slot machine
Add rottingflies.hide admin convar to disable flies pfx
Add hurt trigger speed-based damage multiplier to the work cart
Increased proximity warning max dist from 250m to 325m
Update the dashboard monitor when the trains comes back alive from repair
Work cart is now repairable (even from destroyed state)
Fixed duplicate gibs on workbench tier 1 and 2
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu)
Fixed go to top/bottom using the same description phrases as the single floor option
Fixed NRE in AnimatedSpriteController
Delayed when AnimatedSpriteController creates a renderer
Fixed error on non-redux stages
Hide comments when showing leaderboards in pause menu
Support an optional icon on monument map markers + add train icon on train tunnels
Cleanup create material from image
Fix assert when closing saved material from image
Subtract icon change commits, return all item icons to their previous appearance.
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
Extend the bounds to render for train tunnel maps because tunnels under the ocean were getting cut off (need to confirm if it's enough though)
Added BulletSystemMethodCall MethodCallGenerator
Added child bullet support / ECS bullet anchors for patterns
A bunch of ECS fixes
Per-update target rotation, velocity mode support
Added IsAtAStation bool to BaseTrain
Smoother operation at junctions for trains running in reverse
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly