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Pookie bear deploy guide update
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
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Let manifest builds regenerate world splines
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Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
roadsign gloves skinnable
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting)
Ran DoPrepare on elevator.static.top to fix prefab id
Prefab updates (OnlyVisibleUnderground tag)
OnlyVisibleUnderground tag
Fairly terrible system to hide train tunnels unless inside underground environment volume
Finished the light setup
Fixed objects with negative values
Fixed objects that did not cull
Various other prefab tweaks and fixes
raised lift button box to be easier to use
updated call buttons positions in lift prefab
added missing elevator call buttons to 1200 segments
detail pass on stairwell elevator model
realm removed some scripts on animal prefabs
same for NPCPlayerNavigator
Fix some BaseNavigator script changes getting lost between client/server switch
Static elevator lift prefab fixes
Added elevator prefabs to corridor / entrance prefabs
Fixed Elevator NREs when CableRoot or CableLod were not set
Split static elevator into top / floor prefab
Updated mesh on static elevator lift prefab
BaseNavigator can toggle braking. Follow path state disables braking.
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
Removing Elevator.PostServerLoad Debug.Log
Merge from static_elevator
Removing unused stair pieces prefabs
More temporary colliders for playtesting
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting
Temporary colliders
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Move life story update into an ObjectWorkQueue
Have the workcart slow down more quickly of its own accord when not in use. So if players jump off it doesn't end up a million miles away from them
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
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