128,900 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Update work cart parenting volume coverage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs
S2P tunnel entrance scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Train track barricade mesh / collider and gibs
 
                
                
                
                
                
             
         
        
            
            
            
                
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                fixed tunnel colliders not having read/write set
updated tunneldweller weapons
fixed issue with NPCs using semi automatic weapons sometimes double-firing
NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stop horse from marking transform changed every frame on server. No longer necessary to use this to improve client interpolation as it's handled in BaseEntity.Server now.
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from attack range multiplier changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from flame_turret_opt
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▉▇▊▅ ▆▆▆▆▍ ▆▅▄ ▅█▉▊▄▊▉ ▅▌▇▊▆ (▉▊▇▌▊▉▉█ ▄▍▋▄▄ ▅▍▉█▆▇▅ ▉▄██▌▆▄▅ █▌▍▆ ▊█▉▉ ▍█▊ █▋▋▍▆▋)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Attack range multiplier  (and related attack events) test changes.
 
                
                
                
                
                
             
         
        
            
            
            
                
                junkpile_a cover point tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from misc_fixes_feb21
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed fridge excessively large prevent building volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed XL neon signs blocking windows
 
                
                
                
                
                
             
         
        
            
            
            
                
                TakeCover state triggers StateError event if no valid cover point found
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Holding RF Transmitter no longer flags the player as hostile
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow small box placement under mixing table
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed wind generator volume prevent building and deploy volume mismatches causing confusing behavior
 
                
                
                
                
                
             
         
        
            
            
            
                
                Workcart red colour variation:
-red variant materials use a simple _Red suffix to differentiate; these are the only ones that need to be used for the variant.  
-removed ao from where the glass window and frame used to be on the door.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stricter large swimming pool volumes - exploit fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed RFBroadcaster stackable #2
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                More foot ik work: 
Remove new trigger added this morning 
Fixed foot placement IK ray mask hitting incorrect vehicle layers 
IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required) 
This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated test map barricades
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set up spline for mirrored station piece
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lowered the dismount points on the work cart and added more possible dismount points on the train platform
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed hand IK grip targets in workcart cabin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add foot IK trigger to workcarts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix foot ik changes not applying while parented (whoops)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved the warning beep audio source into the cockpit
 
                
                
                
                
                
             
         
        
            
            
            
                
                A better place to stop the proximity loop
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-enabled proximity warning after refactoring
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed case where inaccurate spins remaining would display in slots UI
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated train barricade art
fixed slow walking NPCs not playing footstep sounds
TunnelDweller NPC will not longer roam far from it's initial spawn position
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added spline for the new station middle rail.
- Added ability to specify a spline as forced secondary, making it not be the default route. The middle rail siding was being calculated as the straightest and being assigned as the default.
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Added a button to the spline inspector to go straight to the shared splines prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed GenericSpawnPoint class not compiling in CLIENT mode