115,248 Commits over 3,959 Days - 1.21cph!
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
converted cargoship hdrpb prefab.
added hdrpb test scene CraggyIsland_AI_Cargoship
Added hdrpb CraggyIsland_AI_Excavator test scene.
Adde a separate prefab/ai design for excavator scientists.
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
added conveyor belt triggers to shredder
fixed client/server mismatch on shredder
added hurt trigger to shredder
removed debug.logs
fixed no client collision on mangetcrane arms
added proper gibs/explosion effect to magnetcrane
fixed magnetcrane auto-despawning after server was up for 4 hours
Fixed some issues with native scaling
extra terrain anchor for cliff_double_height_d
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
Increased junkpile_g AIZ bounds to 15 to match a.
Fixed bounds on junkpile scientist, which was causing LOS check issues.
Added CraggyIsland_AI_Junk test scene.
committing some missing metas
Arid cliffs - more accurate colliders
Added UseCalculatedCoverDistances toggle to AIInformationZone.
Updated backport junkpile prefabs to use new AI.
AI test scene folder rework, started porting test scenes to new hdrpb craggy.
updates to magnet crane animator & anim clips
Temperate cliffs - more accurate colliders
Minor layer edit to modular car chassis
Internal support for grouping shots in folders, updated relevant directory paths
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
Fix magnet crane eye position body clipping
Fixed players keeping their eyes open and blinking while asleep
Fixed bugs with when other players at the table are shown holding cards, and when the table cards are shown
Fixed virtual/override bug
Get rid of the game controller casting hack
adding crane magnet gibs model/mat
Clarify all "flop" card naming to "community" cards since there's flop/turn/river. Required protocol++.
Display the correct cards on the table
Slightly increase third person alt look range
Some basic world-space cards on the poker table. Setting the canvas camera
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Remove pokerchips_cards_combined mesh
Rename for playingcard->playingcards
Remove the generic cards-and-chips table content
allow any player to mount magnet crane
magnet crane disable hurt triggers when inactive
disable collision between magnet crane and carried object
destroy magnet crane when tipped over
always kill occupant of magnet crane when destroyed
added headlights to magnet crane
disallow ability to push magnet crane limbs through objects
added serverside colliders to magnetcrane base
fixed shreddable_pickuptruck not having client collision
magnetcrane now self-damages when leaving the junkyard
improved magnetcrane suspension and center of mass
lowered magnet refraction effect
Fixed mesh gap on lighthouse LOD2
Changed distance mode on lighthouse interior to prevent lodding too quickly when walking up the stairs
Lighthouse scene2prefab
Compound - repainted building topology
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