127,147 Commits over 4,109 Days - 1.29cph!
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Ditch the track spline unique ID system and go back to matching on content. This means if multiple splines point to the same data and one changes and updates its content, the others will be out of sync. Will improve that next.
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Added new static variant of elevator for use in monuments - elevator.static.prefab
Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields)
Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
Firecracker default BP + Craftable
Merge item icon colour bugfix (introduced in #5156)
Subtracting hacks / workarounds from
58587 &
58591 since they broke a bunch of stuff, will need to try again a different way
Fixed start and end priority not always working correctly
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Support for second stairwell type
Support for distinct start priorities of corridor pieces (can be different from mid / end priorities to prefer a certain piece at the start)
Tunnel corner model fixes
Add Lunar New Year menu logo 2021
Update menu videos
updated corridor_stop_transition prefabs to reflect changes
added stairwell_bottom_90 to help with the corridors placement
overall progress on meshes
LODs/COL/Prefab setup for tunnel corner modules
Pick the best possivle station prefab, instead of picking the first one that fits
Added DungeonLinkBlockVolume to discard station prefabs that would intersect with the above ground station stairwell
Updates / fixes for holosight and simplesight prefabs
Spherical harmonics updates / fixes
Option to skip prepass if needed.
Fixed Dropbox deployment difficulty on stone walls
Fixed heavy helmet overlay covering chat UI
merge from Medical_syringe_vm_anim_fix
merge from map_cluster_height
Fixed edge case where the train tunnel entrance stairwell would fail to be placed
merge from anim_fixes (Fix bandage and syringes not playing third person animations when used on other players)
merge from mace_throw_fix
merged from skins_recently_used
Fixed case where tunnel entrance was spawning so close to the underground station that it was unable to connect (stairwells colliding with station when going straight down)
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