126,618 Commits over 4,109 Days - 1.28cph!
Rework the map rendering so we can specify the renderers to use (because the 4-way intersection is set up differently)
Fix map views showing dark mode when they have it disabled
If a workcart explodes, kill the driver.
Hook up new jackpot particle effect
Spawn particle effect parented to slot machine so it gets aligned properly
Merge Workcart -> Experimental
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
Backlit signs / meshes / textures / prefabs
Automatically render the tunnel map
Converter tool replaces HTN scientist prefabs with new versions.
Relocated new MT scientist prefabs.
Manifest.
New military tunnel scientist prefabs using new AI setup.
Initial MT ai design setup.
MonumentSign will now automatically find the closest tunnel entrance and then find the monument closest to that
MapView switch to tunnel mode in EnvironmentType TrainTunnels instead of Underground
AI converter tool now handles HTN spawners/npcs
Merge from network_tick_optimization
Compile fix. Also fixed NRE for missing rigidbody
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
Merge from network_tick_optimisations
converted some more lights prefabs
Train tunnel prevent building volumes
Lighting pass on tunnels corridors and stairwells
Replaced neon lights for loded flare ones
Fix MonumentSignText disabling itself
Merge from signage branch
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures
Made ladder volume inside vent less awkward
Added military tunnel test scene, some initial debugging to help figure out what's going on.
Fixed world not properly spawning on first connect
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Slot machine effects, light tweaks & texture optimizations
Offset decals to combat decal flickering
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
Committing everything that changed from a game manifest update (build times)
WIP rendering tunnels on the map
Disable server side gameobject enabling/disabling every frame on hot air balloons
Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately)
Remove some allocations in ObjectWorkQueue
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
Remove gibbable component (static elevator lift is immortal)
Cleaned up some colliders and fixed physics surface
Fixed jittering when travelling down in the static elevator
Distance checks are equal
Disabling buoyancy for objects that are not in range of a player
Enable read/write on Workcart gibs
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
Workcart spawn changes:
- Don't snap to track based on collision with it; look in a sphere near the wheels instead
- Snap reliably to the exact track position the train is sitting on
- Look for track on initial spawn only. If we're derailed, we're not getting back on
Updated cinematic controller to include additional generic animations
WIP for pushing against a static barricade to damage it. Will come back to finish this later