127,102 Commits over 4,109 Days - 1.29cph!
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Don't generate rail below 4250 world size for now (takes too much space away from monuments, will try and find other solution next month)
Fixed another edge case of giant excavator overlapping rail
SE finalization progress/backup
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disable egg suit test sign
Merge from main. Proto conflicts fixed & rebuilt.
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Merge from powerline_zipline
Merge from official_server_analytics
Track player deaths in monuments separately along with other info (weapon/npc/etc)
Moved friction into the total forces calculation as well
Group gravity and engine forces on the train cars together. Working on a coupled train class to sum them all together.
Compile fix
Added events for freeing underwater crates, using held entities
Merge from powerline_zipline
Move zipline movement from FixedUpdate to Update, make movement less jerky
Support two alt tracks, so we can have one from in front and one from behind.
Add better colliders to crouch planks on platforms
Added Deckard plugin, fixed errors.
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Moved overlay to commandbuffer
Debug camera now uses forward/back/left/right input bindings instead of hardcoded WASD
Some more WIP train car coupling work
S2P launch site and excavator
Merge from monument_lighting_upgrade
Merge from powerline_zipline
Launchsite decal fixes
Replaced warehouse lights with a new setup
Added some new lights in space offices in areas that had none
Moved some office lights around to prevent bleeding across walls
Airfield lighting and material tweaks
Added new key lights to arctic base
Added fill lights to arctic base exteriors and interiors
Made arctic base environment volumes darker
Added environment volumes to snowmobile garages
Tweaked some materials
Switched shadow proxy layers on arctic base buildings to World in order to get correct cubemap reflections
Fixed a flashing light in the stables
Always include the UVRender shader