115,069 Commits over 3,959 Days - 1.21cph!
Fix PlayerInventory.Take sometimes taking too many of an item
Activate headlights by default when work cart engine startup completes
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data.
More new junkpile scientist prefab updates.
Fixed AIInformationZone.GetForPoint breaking if any entries are null.
Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether).
BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified.
Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
added skeletonskin to Jumpsuit skinned mesh renderers
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junkpile prefab setting tweaks
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
Initial junkpile scientist prefab, brain setup, empty design.
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
Lighting & roadsides backup
Damage train when hitting barricade
Reduce train speed a bit more when a barricade is hit
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LODComponent compile fix for SERVER
Train barrier collision handling
Manifest, merge fixes, codegen
Merge from map_optimisation
Use RustLayout on shop map marker cluster
Initial work on destroyable barricade for tracks
fixed constant RF spam at oil rig
Made train stop lighting slightly brighter
Created unique light prefabs
Tweaked fill lights to simulate bounce lights
Replaced old lights with new prefabs for all tunnel modules
Reduced flare distances
Increased fill light distances to prevent the tunnel from becoming dark too quickly
Tweak prop dressing
Removed static doors from the stops
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readying the connection to train platforms
Added TargetLostRange to AIBrainSenses.
TarrgetLostAIEvent now checks distance too.
Oilrig scientist design update.
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Added enum for navigation speed settign and per-type speed values.
Switch all calls to BaseNavigator.SetDestination to use the new enum.
Test scenes updated.
Added a third texture bundle due to the 4GB asset bundle limit (there's always a chance this breaks something, so will need testing)
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
Fix train_track_3x9 spline
Remove garbage gen in CheckAssignCollider