115,248 Commits over 3,959 Days - 1.21cph!
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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
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Concert collision contacts loop to be garbage-free
Pookie bear deploy guide update
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
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Let manifest builds regenerate world splines
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Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
roadsign gloves skinnable
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting)
Ran DoPrepare on elevator.static.top to fix prefab id
Prefab updates (OnlyVisibleUnderground tag)
OnlyVisibleUnderground tag
Fairly terrible system to hide train tunnels unless inside underground environment volume
Finished the light setup
Fixed objects with negative values
Fixed objects that did not cull
Various other prefab tweaks and fixes