108,594 Commits over 3,867 Days - 1.17cph!
Merge from signage branch
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures
Made ladder volume inside vent less awkward
Added military tunnel test scene, some initial debugging to help figure out what's going on.
Fixed world not properly spawning on first connect
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Slot machine effects, light tweaks & texture optimizations
Offset decals to combat decal flickering
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
Committing everything that changed from a game manifest update (build times)
WIP rendering tunnels on the map
Disable server side gameobject enabling/disabling every frame on hot air balloons
Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately)
Remove some allocations in ObjectWorkQueue
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
Remove gibbable component (static elevator lift is immortal)
Cleaned up some colliders and fixed physics surface
Fixed jittering when travelling down in the static elevator
Distance checks are equal
Disabling buoyancy for objects that are not in range of a player
Enable read/write on Workcart gibs
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
Workcart spawn changes:
- Don't snap to track based on collision with it; look in a sphere near the wheels instead
- Snap reliably to the exact track position the train is sitting on
- Look for track on initial spawn only. If we're derailed, we're not getting back on
Updated cinematic controller to include additional generic animations
WIP for pushing against a static barricade to damage it. Will come back to finish this later
Remove a redundant IsInvoking check
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
Merge Workcart -> Experimental
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
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SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)