126,678 Commits over 4,109 Days - 1.28cph!
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky)
Moved the gesture configs into a scriptable object
Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
In-train proximity warning system WIP.
Glass mat change nudged back a bit
Revert unintended craggy change
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor
Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
Cherrypicking AmbientLightLOD bugfix
Testing tad lower opacity on glass.mat for light/shadowing purposes
Lighting/monument things backup
WIP but failed experiment. Client would have had to know the track spline details.
Framework for a client-side-only hazard detection system
Revert some proximity changes to try something else
Fix collision track assignment
Replaced all of the elevator buttons
Merge from workcart/button (stomped button placement, will need to reapply)
Fixed warnings about duplicate menu entry name for GameObject/UI/Event
Proximity warning work, move some code to SERVER only, TrainTrackSplines now keep track of trains on them so that upcoming hazards can be detected for the proximity warning.
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Remove accidental throw in ServerMgr
Invoke the boat flag change and remove the per frame check so the latest flags are always set
Don't use a local boolean when adding to queues, just rely on the builtin contains check
Applying shelved junkpile AI design changes
Testing changes to range checks used for attack tick and InAttackRange events. They now both use the same function from the IAIAttack interface.
modular grid review before LODs
fix for NPCs not roaming underground
Tunnel entrance now has DungeonInfo component
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
Reworked ScientistJunkpileSpawner to use new AI setup.
Made the wip corridors and stairwells cull at 100 as a temporary measure until LODs are in
more art work - some polish
Fixed rich text on browser button
prepare prefab on elevator door
scene to prefab entrance
Initial junkpile scientist AI design
block players getting inside Drone market place
Fixed rf broadcaster deployment stacking
Fixed rf broadcasters incorrect excessive bounds
merge from LunarNewYear2021Removal
Restore mainmenu
Disable firecrackers
Entrance mesh sign
Adding elevator animated door
Nesting the new hinged door into stairwell prefabs
Changed a few doors and light prefab types for Damian
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Scene Backup / exterior lighting
Setting up for proximity alerts. Also have the main train script call the update on the audio script, to reduce Unity method calls.
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