108,561 Commits over 3,867 Days - 1.17cph!
Proximity alert improvements and fixes
Fixed spins not animating if player dismounts while spin in process
Fixed reel positions in the wrong visual location when loading on the client
Fixed shading of item icons on slot machine UI
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Slightly lower saturation on FluorescentLightCold.mat
Site C lighting and minor layout tweaks
Fixed spotlight warm prefab actually having a cool light (?)
Shared spline data update
Fixed being able to open scrap storage on neighbouring slot machines
Reduce the amount of collision damage from train collisions, and increase the force required to derail
Raised dismount points slightly so they're not blocked by ground
Add train_tunnel_double_switch_a_36m back in so I can use it for testing switched on the train tunnels map. Plus data index edit on 108m track
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more NPC fixes in tunnels
dungeon navmesh generation
jumpsuit female model and prefab
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Merge from range check interface changes.
Events now have unique ids, send the ID of a triggering event if viewing in the AI designer.
AI designer now highlights the triggering events.
Updated junkpile scientist AI design.
Protobuf.
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Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells
Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances
Tunnel entrances are now also under "Dungeon" hierarchy
Scene backup & new light prefab
Icons, fixed NRE's when using a gesture with nothing equipped
Moved the door manipulator on one of the stairwells
Increased elevator speed per metre (1.5 -> 2.5)
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky)
Moved the gesture configs into a scriptable object
Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
In-train proximity warning system WIP.
Glass mat change nudged back a bit
Revert unintended craggy change
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor
Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
Cherrypicking AmbientLightLOD bugfix
Testing tad lower opacity on glass.mat for light/shadowing purposes
Lighting/monument things backup
WIP but failed experiment. Client would have had to know the track spline details.
Framework for a client-side-only hazard detection system
Revert some proximity changes to try something else
Fix collision track assignment
Replaced all of the elevator buttons
Merge from workcart/button (stomped button placement, will need to reapply)
Fixed warnings about duplicate menu entry name for GameObject/UI/Event
Proximity warning work, move some code to SERVER only, TrainTrackSplines now keep track of trains on them so that upcoming hazards can be detected for the proximity warning.