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108,603 Commits over 3,867 Days - 1.17cph!

4 Years Ago
Dressing/Cover pass on the tunnel entrance scene
4 Years Ago
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
4 Years Ago
Merge from main/Workcart
4 Years Ago
Added TerrainFilter to Compound monument to ensure it no longer spawns in Arctic / Snow
4 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
4 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
4 Years Ago
removed radiation from road side substations
4 Years Ago
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
4 Years Ago
halved culling distance on corridors/stairwells modules
4 Years Ago
merge from slots
4 Years Ago
Added black/white variants of the backlit signs Tweaked text size/position on monument name signs Various other sign tweaks
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Revert previous changeset due to bug
4 Years Ago
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
4 Years Ago
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
4 Years Ago
Removed postit note (again?!) included headlights in export.
4 Years Ago
Merge from main/Workcart
4 Years Ago
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.
4 Years Ago
Trying out some more ways to bypass hold/deploy animations
4 Years Ago
Server list now defaults "Show Empty" to off Server list "Show Empty" filter will now ask Steam to do the filtering Server list favorites and history tabs will now always show empty servers Side effect of this change is toggling will refresh the community and modded tabs to get the filtered servers Improves server browser usability by not wasting time on empty servers unless needed, so more active servers show up by default Also made the server tags look better
4 Years Ago
Added three slot machines to bandit town
4 Years Ago
Cache connection count
4 Years Ago
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
4 Years Ago
Fix not logging scrap spent on failed spins Pulse emission material after a win
4 Years Ago
Added ability for trains to destroy barricades by pushing on them
4 Years Ago
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4 Years Ago
Slots emissive effect 2/2
4 Years Ago
Reworking slot machine mats/textures to support emissive 1/2
4 Years Ago
I tried to improve the TunnelDweller AI but made it worse for now
4 Years Ago
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4 Years Ago
Fix artifacts on the train tunnel overlay
4 Years Ago
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
4 Years Ago
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
4 Years Ago
If a workcart explodes, kill the driver.
4 Years Ago
Merge from main
4 Years Ago
Hook up new jackpot particle effect Spawn particle effect parented to slot machine so it gets aligned properly
4 Years Ago
Merge Workcart -> Experimental
4 Years Ago
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
4 Years Ago
Backlit signs / meshes / textures / prefabs
4 Years Ago
Automatically render the tunnel map
4 Years Ago
Converter tool replaces HTN scientist prefabs with new versions. Relocated new MT scientist prefabs. Manifest.
4 Years Ago
New military tunnel scientist prefabs using new AI setup. Initial MT ai design setup.
4 Years Ago
movement fixes
4 Years Ago
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
4 Years Ago
AI converter tool now handles HTN spawners/npcs
4 Years Ago
Merge from network_tick_optimization
4 Years Ago
Compile fix. Also fixed NRE for missing rigidbody