116,056 Commits over 3,959 Days - 1.22cph!
Merge from elevator_block
The Push Button will now send a small burst of electricity when pressed, even if it has no input
Merge from main/cameraswitching
Some cinematic commands for managing multiple cameras:
debug.listcameras lists every camera
debug.setdisplay modifies the target display of a given camera
debug.solocam enables the given camera and turns off all others (except the gameplay camera)
Added a screenshake when the elevator arrives at a floor
Horses now parent to elevators
Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
Fix the point of interest and death map markers using the center of the image as the origin, should have been bottom center
Organizing hierarchy & collapsing where possible for better performance.
Mega cleanup of obsolete clutter & broken prefabs.
Various other improvements.
Increased elevator health (250 -> 600)
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
Update scope overlays to scale the color with the time of day (so no more bright scope at night)
Increased elevator speed (time per floor 3s -> 2s)
Moved elevator to electrical category
Restored menu background videos
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
Merge from platform_types
Disable aantihack for spectators
Set main camera resolution a different way because the one I did before doesn't work
Fixed the main lit template to support SRP batching, rebuild a lot of the relevant shaders.
Added push field support to path finder
Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)
generic type RPCCalls code gen change
merge from elevator_block
added elevator to compound extra 2 sell orders (for testing may change in future)
Reduced building block around swamp_c inline with other minor monument
Fixed green card respawn at swamp_c
Fixed incorrect rotation check in elevator socket
Fixed fishing villages still sometimes spawning on islands
Added support for secondary / redundant road connections to the road layout generation
Ensure all monument road connection points are connected to a road if at all possible, leading to a larger and more continuous road network
ui/serialization/proto wip
Fix being able to block shaft with triangle floor piece
Fixed elevators connecting to each other through entities placed in a floor frame
Can no longer build elevators on top of an entity placed in a floor frame
don't use the exclude list on floor grill
Update floor socket name (in prefab and script)
Manifest update
reduced range of bandit sentry turret
Don't allow the lift to move if a vehicle is in the lift space
Merge from elevator_block
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
Merge from elevator_block
Explicitly don't allow elevator connections if there is a floor between blocks (was inconsistent before)
Don't allow EntityLinks between elevator blocks if there is a floor between the blocks
Kill elevator blocks during OnPhysicsNeighbourChanged if they don't have a floor or connected elevator beneath them (verified via entity links and not the regular ground check)
Merge from platform_types
Increase graphics quality
Lower main camera resolution instead of disabling it completely