108,183 Commits over 3,867 Days - 1.17cph!
The hurt volume on the bottom of the elevator lift will now also hurt AI's (including horses)
Increased damage dealt by the hurt volume
Add another prevent building volume to block deployable placement on elevator floor (but not block upgrades)
Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
Fixed sphere tank monument barrel spawners max population exceeding the amount of spawn points (barrels spawning inside each other)
Changed portacabin glass coliders to glass instead of generic
Trainyard terrain anchor tweaks (fixes occasional steep cliff in front of road access point, which would cause weird roads)
Made glass coliders on portacabins double-sided
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Reduced checker effect on excavator splats (involved normalizing and channels balance.
Added convar to enable / disable SRP batching.
Added support for terrain instancing.
Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
Power lines can end at ring road (massively speeds up power line layout generation on large maps)
Fixed edge case that was causing duplicate road connections on a single monument road connection point
Fixed allowing deployment through reinforced glass
Monument scene updates (smoother road connections, some additional trail connections)
Merge from elevator_block
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State containers implementation.
AI Serialization.
Protobuf changes.
Build fixes.
State changing can use state containers, initial state, etc.
Merge from elevator_block
The Push Button will now send a small burst of electricity when pressed, even if it has no input
Merge from main/cameraswitching
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)
Added a screenshake when the elevator arrives at a floor
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)
Fix the point of interest and death map markers using the center of the image as the origin, should have been bottom center
Organizing hierarchy & collapsing where possible for better performance.
Mega cleanup of obsolete clutter & broken prefabs.
Various other improvements.
Increased elevator health (250 -> 600)
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
Update scope overlays to scale the color with the time of day (so no more bright scope at night)
Increased elevator speed (time per floor 3s -> 2s)
Moved elevator to electrical category
Restored menu background videos
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
Merge from platform_types
Disable aantihack for spectators
Set main camera resolution a different way because the one I did before doesn't work
Fixed the main lit template to support SRP batching, rebuild a lot of the relevant shaders.
Added push field support to path finder
Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)