108,338 Commits over 3,867 Days - 1.17cph!
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Updated neon sign crafting time and cost
Updated Ice wall item naming and repair
Disable trail fx when not on snow
Make initial force last longer if the sled is on a flat surface
Fixed some incorrect steering logic
Removed some debug stuff
Initial work moving WorkCart glass to a separate sub-entity
Adjust collision damage forces
Custom seat prefabs and updated mount positions
Dismount if sled ends up in water
More drag, speed and turn tweaks
Reduce initial velocity when not on snow
Dismount if sled flips
Remove no-longer-used ground quality enum
Add IsOnSnowOrIce bool to terrain handler
Allow setting the weather adjust toggle when game is not running
Rust Editor changes:
- Add master toggle for weather selection, so it doesn't override automatically
- Refactor some layout so the editor window works without horizontal scrolling at smaller widths
Remove flyby sounds form snowball gun shots
Increase drag, add some support for slight turning input
Simplify VehicleTerrainHandler ground quality method since we only use the road component
Fixed a legacy vehicle terrain check bug
Fixed pickup/repair
Train protection values edit
Apply some force over time when a player mounts the sled
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Use zero friction absolute
Initial sled setup and material swapping boilerplate
New handling for collisions between kinematic trains
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Experimenting with converting terrain to use a tessellation shader instead of parallax.
Fixed motion vectors on attack prefab
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GetBestTarget interface/implementation.
Events can now allow execution to continue past them if they trigger but have no output state container linked.
Added BestTargetDetected and IsVisible events.
Serialize initial state and correctly show it when opening designer.
Fixed pookie bear raid towers
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Fixed pookie bear ground watch
Pookie bear can now be placed on deployables
Workcart Mesh update
separated out the glass for damage pass
updated prefab