248,581 Commits over 3,928 Days - 2.64cph!
Removed postit note (again?!)
included headlights in export.
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.
Trying out some more ways to bypass hold/deploy animations
Server list now defaults "Show Empty" to off
Server list "Show Empty" filter will now ask Steam to do the filtering
Server list favorites and history tabs will now always show empty servers
Side effect of this change is toggling will refresh the community and modded tabs to get the filtered servers
Improves server browser usability by not wasting time on empty servers unless needed, so more active servers show up by default
Also made the server tags look better
Added three slot machines to bandit town
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
Fix not logging scrap spent on failed spins
Pulse emission material after a win
Added ability for trains to destroy barricades by pushing on them
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Slots emissive effect 2/2
Reworking slot machine mats/textures to support emissive 1/2
Add:
- float Entity:GetAnimTimeInterval() [CBaseAnimating]
- void NPC:SetMoveVelocity(Vector vel)
- void NPC:UpdateTurnActivity()
- bool NPC:HasObstacles()
- bool NPC:AutoMovement(float interval, Entity target = NULL)
I tried to improve the TunnelDweller AI but made it worse for now
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Fix artifacts on the train tunnel overlay
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
Rework the map rendering so we can specify the renderers to use (because the 4-way intersection is set up differently)
Fix map views showing dark mode when they have it disabled
If a workcart explodes, kill the driver.
Hammer: Model Browser now scrolls to the selected model
Hook up new jackpot particle effect
Spawn particle effect parented to slot machine so it gets aligned properly
Merge Workcart -> Experimental
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
Backlit signs / meshes / textures / prefabs
Fixed progress bar when generating bullet systems
Removing when out of bounds / clamping to bounds support
Automatically render the tunnel map
Hammer: Fixed crashing issues with Object Properties Output/Input column sorting
Hammer: Increased the text fields width for many things in the first tab of Object Properties window
Converter tool replaces HTN scientist prefabs with new versions.
Relocated new MT scientist prefabs.
Manifest.
Redirect Console View
BUILD
New military tunnel scientist prefabs using new AI setup.
Initial MT ai design setup.
Replaced "Select Folder" dialogs in Options menu with the more modern ones
Allow placing weapons in hammer
Use custom inventory
Fix GiveAmmo
Ammo/Weapon pickup sounds
Respawn map placed weapons
Move Form to Base
TextEntry blink slower
Fixed NetList not dirtying
GameScreen closer
Added Game.PostLevelLoaded
SetParent allows bone number < 0, treats it as no bone
Added Entity.Transform setter
Call PostSpawnGroupLoad from engine
Sounds
Update game names
Update dm_yard
Merge branch 'master' of sbox
Made sure DynamicEaseTo is burst compilable
Facing modes, sizeMultiplier support
Fixed a self crash with render.DrawSphere when giving the sphere zero/negative segment counts
Add spacers support to DComboBox (Community Contribution)
Added duplicate NPC controls to the NPCs spawnmenu tab, hopefully people will be able to find those settings now
Add spacers to DComboBox's DMenu (#1543)
MonumentSign will now automatically find the closest tunnel entrance and then find the monument closest to that
MapView switch to tunnel mode in EnvironmentType TrainTunnels instead of Underground
AI converter tool now handles HTN spawners/npcs
Merge from network_tick_optimization
Compile fix. Also fixed NRE for missing rigidbody
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
Merge from network_tick_optimisations