115,893 Commits over 3,959 Days - 1.22cph!
Serialize initial state and correctly show it when opening designer.
Fixed pookie bear raid towers
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Fixed pookie bear ground watch
Pookie bear can now be placed on deployables
Workcart Mesh update
separated out the glass for damage pass
updated prefab
Added an allowed binds to NeedsKeyboard component to selectively allow a specific bind to still be polled
Push to talk setting should now be respected when using a telephone
Initial setup for train better collision handling
Refactored train collisions trigger, working on improving train collision physics forces
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Enabled Xmas events
xmassrefill
xmass tree default + craft
Switched airdrop event prefab
Speed calculation fix + throttle adjust
Fix near desired speed calculation
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Comment notes and a minor change to train audio
Replaced wood pickup model
updated sitem for movember
Snow Machine requires building privilege to access fuel container
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Passive sled trail VFX on movement
Impact prefab & related.
PFX scene cleanup.
Making sure that renderers are not enabled until the entire group is fully loaded in. Some benchmarking stuff...
Impact gibbing & iterations
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Refactor some track selection code into BaseTrain
Compile fix for track selection
Update to the audio manager, do some tricks with the throttle
Merge from camera_recording
Initial work on WorkCart audio manager
AI design hot reloading for all instances of current entity type when saving designs.
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When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
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Store camera animations in Assets/CamRecordings
scene2prefab fishing_village a b c