108,603 Commits over 3,867 Days - 1.17cph!
Comment out DDraw in TrainEngine.Server
Server/Editor only OnDrawGizmosSelected in AIMovePoint
Elevators will no longer move if you go up or down a floor and you're at the top or bottom of the shaft
Fixes screen shake bounce happening when the elevator hasn't moved
better respawn times for tunnel dwellers/npc dwellings
Train cabin warning system now also detects barricades. Barricades register with the track they're sitting on.
T-junction and junction prop dressing to make them feel less empty
Added some signs to train_tunnel_dobule_str_a
adjusted spawn rates for workcarts
smooth workcart handle movement
workcarts decay and respawn properly
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
Fixed vent jumping issue in entrance mesh
Fixed collider details missing from roof on entrance collider
Improved collider accuracy on bottom of stairwell lift shaft
Fixed grass spawning inside entrance
Updated warning signs in train tunnel stops
Tweaked backlit sign materials to blend in better
Signs generic texture/material update
fixed one dwelling spawn too many in 72m segment
Update train tunnel entrance marker so it's smaller and more visible
Reworking 72m corridor prefab to load art prefabs as a base rather than the smaller AI loaded segments, AI objects and dweller spawns in 72m segment custom fit
Updated heavy barricade stone barricade prefab links
Adding a barricade static model in props folder that has better looking LODs (to be used for world environment, i.e. the new train barricades)
train barricades can now be destroyed with melee
Additional sign meshes and prefabs
much improved train barricades + read/write
m92 slightly increased AI range
Added warning signs to train_double_stop_a
TunnelDweller - reduced overall spawns, reduced loot
puzzlereset for tunnel NPCs/loot
Awful fix for "Tunnel clipping into the stairwell"
Generic signs meshes/prefabs
Added a simplified collider to the stairs in train_stop_b
fixed cover points not being removed properly
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Capping holes in corridor_straight_18m
corridors set dressing and cover pass - kept empty spaces around NPCDwelling spawns
Tweaked overpass cables a little bit more
Attempt at fixing flickering cables in overpass modules
Reworked Workcart lighting
Update to workcart model:
removed decals from bottom so Petur can place lights without it being awkward.
offset other decals that were previously flickering.
Had a look at the missing LOD0 headlights but everything seems okay?
Fixed
59114 (Increased train tunnel nobuild volumes slightly)
Increased entrance culling distance - was lumped into the corridor tweaks earlier by mistake
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
Moved track splines on the four-way junction to the root level, fixing trains not being able to ent spawn there
AIInformationZone and AIThinkManager are IServerComponent
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