114,797 Commits over 3,959 Days - 1.21cph!
added missing elevator call buttons to 1200 segments
detail pass on stairwell elevator model
realm removed some scripts on animal prefabs
same for NPCPlayerNavigator
Fix some BaseNavigator script changes getting lost between client/server switch
Static elevator lift prefab fixes
Added elevator prefabs to corridor / entrance prefabs
Fixed Elevator NREs when CableRoot or CableLod were not set
Split static elevator into top / floor prefab
Updated mesh on static elevator lift prefab
BaseNavigator can toggle braking. Follow path state disables braking.
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
Removing Elevator.PostServerLoad Debug.Log
Merge from static_elevator
Removing unused stair pieces prefabs
More temporary colliders for playtesting
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting
Temporary colliders
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Move life story update into an ObjectWorkQueue
Have the workcart slow down more quickly of its own accord when not in use. So if players jump off it doesn't end up a million miles away from them
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
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Fix workcart headlights being in the wrong place/angle
Fill light LOD/occlusion setup progress
Fixed some of the objects with negative scale
Removed some unused prefabs
Smoother horse movement when traversing bumpy terrain
T-junctions LODs and COL
Tweaked some LOD4 meshes to reduce pop-in
fixed heavily charged batteries displaying incorrect time remaining (used 12h format)
Fixed stairwell variant b never spawning
progress on stairwell and entrance meshes
added ai.designing convar toggle
Train tunnels use "Darkness" environment type
Climate now works without biome map (falls back to temperate climate, for test scenes)
Added "Darkness" environment type (disables directional light, makes skybox completely black)
A single environment volume can now have multiple environment types
Fixed AmbientLightLOD not properly preserving light intensity
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
More refactoring, just place a static elevator block at every floor