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55,823 Commits over 2,345 Days - 0.99cph!

Just Now
Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
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Convars
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Today
Fixed sphere tank monument barrel spawners max population exceeding the amount of spawn points (barrels spawning inside each other)
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Today
merge from main
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Today
merge from pickfruit_los
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Changed portacabin glass coliders to glass instead of generic
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Today
Trainyard terrain anchor tweaks (fixes occasional steep cliff in front of road access point, which would cause weird roads)
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Made glass coliders on portacabins double-sided
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Reduced checker effect on excavator splats (involved normalizing and channels balance.
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Today
Added convar to enable / disable SRP batching. Added support for terrain instancing.
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Today
Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
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Today
Power lines can end at ring road (massively speeds up power line layout generation on large maps)
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Today
Fixed edge case that was causing duplicate road connections on a single monument road connection point
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Today
Fixed allowing deployment through reinforced glass
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Today
Monument scene updates (smoother road connections, some additional trail connections)
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Today
Merge from elevator_block
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Today
NRE fix
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State containers implementation. AI Serialization. Protobuf changes. Build fixes. State changing can use state containers, initial state, etc.
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Today
Merge from main
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Today
Merge from elevator_block
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Today
The Push Button will now send a small burst of electricity when pressed, even if it has no input
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Merge from main/cameraswitching
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Today
Merge from main
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Today
Some cinematic commands for managing multiple cameras: debug.listcameras lists every camera debug.setdisplay modifies the target display of a given camera debug.solocam enables the given camera and turns off all others (except the gameplay camera)
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Today
Added a screenshake when the elevator arrives at a floor
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Today
Horses now parent to elevators Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
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Today
Fix the point of interest and death map markers using the center of the image as the origin, should have been bottom center
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Today
Organizing hierarchy & collapsing where possible for better performance. Mega cleanup of obsolete clutter & broken prefabs. Various other improvements.
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Today
Increased elevator health (250 -> 600)
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Today
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
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Today
Update scope overlays to scale the color with the time of day (so no more bright scope at night)
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Today
Increased elevator speed (time per floor 3s -> 2s)
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Today
Moved elevator to electrical category
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Restored menu background videos
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Yesterday
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
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Yesterday
Merge from main
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Yesterday
Merge from platform_types
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Yesterday
Disable aantihack for spectators Set main camera resolution a different way because the one I did before doesn't work
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Yesterday
serialization wip
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Yesterday
Fixed the main lit template to support SRP batching, rebuild a lot of the relevant shaders.
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Yesterday
Added push field support to path finder Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)
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Yesterday
humanbrain rpc tests
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Yesterday
generic type RPCCalls code gen change
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Yesterday
network++
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