108,632 Commits over 3,867 Days - 1.17cph!
Merge from backport_bugfixes
Fixed tunnel network gap when two stations were placed right next to each other and a tunnel tried to cross them (seed 1791348891 size 3500)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
Potential fix for server NRE spam
animal flee state + design improvements
merge from facingnavmodes
▄▅▄▅▌_█▉█▉▇ ▆█▄▍▌, ▋▄▇▇▍▊▇▆, ▇▇▌ ▉▌▇▌, ▍▆▌▅▋ ▍▇ ▇▍ ▇▍▋▉▋▊ (▆▊▄▄▍ ▅▄▌▄▉▋▌▋?)
Subtracting
61639 (should've gone on a branch)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
boar prefab & idle update
Added a facing direction override mode and added entity target support to BaseNavigator.
If the currently playing shot is being renamed, exit it before renaming
Improved dragging behaviour when dragging around shots, locks the whole shot to the cursor rather than an icon
Mount pos edit. Solo sub now fully set up and driveable.
Buoyancy edit on solo sub
Hide some more unused inspector vars from BaseVehicle classes
Added debugging.debugcamera_cycleBone bindable button (was hardcoded to tab)
More collider work for both subs. Collision meshes for the propeller housing on both subs. Note that the solo sub interior is solid even in detailed collision mode - if we eventually let people shoot through the windows, the top turret will need to be modified to be hollow.
Playback timeline styling changes
Show overlay on timeline while recording a shot
Added support for renaming shots
Made a collider model for the top section
Desert region around new Dome
Made a collision mesh for the solo sub main body detailed collider
Make BuoyancyPoint gizmo translucent
Added a Fade toggle button to AI designer
Fixed motion vectors not available when needed, s+v overlay script hooked up, clean up.