248,616 Commits over 3,928 Days - 2.64cph!
Added an IOEntity child to the elevator to handle powered state
Fixed some save/load issues
Don't decay boats for 45 minutes after use (up from 10 minutes)
Decrease deep water max to 12m
Fixed boats decaying at the wrong rate if the decay tick rate was changed from 60s
Decay all boat types when in deep water. New deepwaterdecayminutes parameter sets the max decay rate
Added shared BaseBoatDecay method, ready to add deep water decay
Can now be deployed on floor/foundation as well as floor frames
Moved prefab position back to above pivot
Update collider positions and other components based on new prefab position
Removed unused MotorBoat class
Refactoring platform code to use a new UserId type instead of direct ulong
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Fixed some core visibility issues
Core layers now use instancing
Clean up PixelChunk textures on exit stage
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Missing reference in world setup
World setup / proc map edits.
Added GameManager.PerformancePrintPeriod
Fix GameOver not appearing
Fixed Stage_Fading not working correctly while paused
Added "coroutine" bool to CallSubroutine
Added basic soundscript support for EmitSound global
rotation fix on lift bone, updated prefabs accordingly
subroutine issue test case
Added CanEnter and CanLeave to states.
Only include states that can be entered when scoring weights.
Added AIStateScore with some pre-defined weight bands and increments.
BaseAIBrain.Debug.
Fixed MP3/OGG sounds being cached even when they don't exist/failed to load
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fix pxc renderposition when setting unit pos
volley & stream powerups, etc
fix debug text warning
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Applied naviator shelved changesets
Applied GetBestRoamPosition changes
Reapply a ch47 fix from main in
54149
undo clientside sound precache
Substance Terrain graphs backup, annotated most graphs for other users
Added Tier topologies functionality to monument graph
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Better rotation socket mod check
Kill parenting volume if elevator is destroyed
Spawn a separate entity to parent players for smooth movement
Add up/down button support and call to floor support
Add a final RefreshColliderSize at the end of OnDisconnected
Switch CapsuleColliderInfo to a struct
Code Review: Take the slower but less bug-prone option and check collider info values instead of the object
Defer notification initialization until after resources are loaded (fixes possible race condition causing spurious "unknown server" modals)
Storage monitor device icon
Ensure blocks are the same rotation, some conditional model stuff
Remove now-unused default bounds
TryGetEntityBounds for the gizmo to use