114,798 Commits over 3,959 Days - 1.21cph!
More refactoring, just place a static elevator block at every floor
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
Save/Load fixes
Fixed incorrect floor position at top floor
One icon that I missed on the crafting screen
Icon appearance changes:
- Let icons show at full opacity everywhere EXCEPT the belt (stands out too much when the inventory isn't open). This helps a lot with the "washed out" look.
- Belt icons set to 90% opacity.
- Updated some icons that I'd missed, that aren't linked to any icon prefab
- Rebuilt all loot panels; even ones that linked to the icon prefab didn't update until their prefabs were regenerated
Change delivery fee to be per purchase instead of per quantity - each time you click Buy you will be charged one delivery fee no matter what quantity specified
Immediately reset order quantities to 0 after clicking Buy
More static elevator work
Added an ElevatorStaticFloor Trigger that designates a floor
Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units
Floor triggers can be placed at arbitrary heights
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Improving spline indexing
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- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
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Disable RichText markup in server browser button
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Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
merge from lunar_near_year_2021
Reduced gong crafting cost
ViewModelScope bug fix, fixed bug where skins weren't being applied.
fixed a small offset in corridor_stop_transition_b
updated entrance prefab link in tunnel entrance scene to fix the materials display
progress on stairwell and entrance meshes
Cherrypicking lunar_new_year_2021 merge
Corridor fixes 2: Quaternion boogaloo
Stairwell bottom adjustments
Tunnel LOD/occlusion mesh fixes
Tunnel entrance prefab update
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
cherrypicking Lunar new year server side chanages
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
merge from lunar_new_year_2021
Tunnel entrance Scene2Prefab scene
Corridor environment volume updates
PriorityEnd is no longer required
Removing obsolete 180 degree turn corridor prefabs
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
Better, less buggy support for stairwell bottom variants
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