134,211 Commits over 4,444 Days - 1.26cph!
Waterfall area & fx facelift placeholder
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation
compact car - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total - fixed paint mask tinting underbody paint
compact car - removing test mesh
Train tunnel pipe transition walls
Add redirectVendingBehaviour field on item definition to control how redirect items are treated by vending machines
Defaults to NoListing (current behaviour)
Has ListAsUniqueItem option that allows redirect items to appear in the sell order UI even though they are marked as hidden
Enabled this behaviour on the spacesuit
More spline data saving work
Make WorldSplineSharedData actually update the prefabs properly when regenerating
More train track spline work
Add method to regenerate all spline shared data for the project at once
separated scientist + heavy scientist designs
Can now set the default state container in the ai editor.
Dismounted state now triggers the StateError event if no valid waypoint data is found.
Oilrig tweaks.
Optimized StaticGroup Transformation
Merge from crafting_pebkac
Prefab and scene updates to support train tunnel variants and train tunnel transitional pieces (using placeholder meshes)
Added left / right variant support to GenerateDungeon
Added transitional piece support to GenerateDungeon (to spawn a transitional prefab when it's impossible to match the exact variant)
Sort skins by recently used in the skin picker in the craft menu and the repair bench, persists across sessions
Reverting spline asset path code for now as GetAssetPath didn't work on prefab variants and GetPrefabAssetPathOfNearestInstanceRoot caused the Unity editor to crash on certain prefabs
Fix several bugs with spline data generation
Compilation fix for editor vs build
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
hook up sofa deploy/destroy sounds
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain
Ensure GenerateDungeon always places its result underground
Added underground volume / terrain trigger / water trigger to tunnel pieces
updated generic sitting pose
Updated Sofa repair and pickup item
base mounted state to handle disabling navigation.
autoturrets now auto reload after adding weapon/ammo
Added mirrored variants of the transition pieces
Hide the button to break items down if any of the selected items is worth $1 USD or more on the market
IsMounted event prefab, manifest update
Loot barrels - fixed display texture resolution problem
Took the opportunity to refresh textures a tad
Fixed import options calculating normals instead of importing them, caused seams