126,618 Commits over 4,109 Days - 1.28cph!
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Workcart volume tweaks - hopefully improve players falling out
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Temp fix for the stack overflow etc problems with work carts spawning in the same spot as others. Will fix this properly tomorrow with the spawners so they don't even attempt to spawn when there's something in the way. The two push force methods also have better handling if there IS a recursive loop detected.
Simplify the too-complex TryFindClearSpaceNear system. Simply destroy work carts that spawn on the track near others
WIP stopping work carts from spawning right where other work carts are. Try to find a clear space further down the track
- Fixed headlights not showing up when loading a demo with a train running (caused by OnFlagsChanged not being called on load)
- Fixed engine sound not playing in the same situation(caused by TrainEngineAudio bug)
Increase raycast distance when finding elevator connections (150->200), some elevator shafts were so tall that they weren't properly connecting
Increased static elevator speed (2.5 -> 3.5)
S2P
wrap NPC navmesh error under developer 1
workcart barricade damage sound
workcart sound volume tweaks
Fix for NRE in buoyancy script
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Removed my old temporary work cart damage effects
Added separate FX slot for temporary engine trouble
Increased work cart damage effect thresholds to 60/40/20
Made monument signs facing the tracks slightly larger and more readable
Increased viewi distance on procedural monument name text
Completely disable rain / snow particle effects inside train tunnel environment volumes
protocol++ too many mismatched bug reports
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
max depth/altitude optional value for safe zone triggers
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
Fixed z-fighting on train stop pillar bolts
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
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Fridge door should be fixed across all locations now
More junkyard progress - reviewing LOD distances- scene organizing
Merge from network_tick_optimizations
Refactored the fix for sleeping buoyancy
Topo mask changes to fix some fields that weren't receiving all field spawns
Fixed flickering wires/bolts in overpass
Fixed wires clipping through the wall in tjunctions
Slightly increased LOD dinstances on t-junction walls to help with wire clipping
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
Only try generating dungeon navmesh if dungeon exists
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs