134,146 Commits over 4,444 Days - 1.26cph!
Road tunnel blockout meshes and prefabs
wip states, cover & design
Refactor the basic train movement and collision code into BaseTrain
Move train collision code to BaseTrain
- Get WorkCart rigidbody to sleep and wake appropriately
- TriggerBase now passes the actual collider that was hit in OnObjectAdded as well as the object it's on, allowing WorkCart collision effects to handle GameObjects that have multiple colliders
updated supply drop gun loot table
Parent trigger size adjustment
More efficient speed calculation for modular vehicles
Hurt triggers and repel triggers for WorkCart
reduced chance of finding junk in bradley/heli crates
updated supply drop loot panel
Code gen and manifest update, fixes disconnect when damage FX play on client
Only allow looting WorkCart fuel while standing on its platform
bradley and heli crate updates
Chainsaw never takes more than 3 attempts to start
Chainsaw uses 75% less fuel
Benchmarking to test differences between legacy
Disable WorkCart monitor canvas when >10M away
Add collision damage FX for WorkCart
Adjust top speed/acceleration/drag/throttle settings
Adjust WorkCart acceleration and top speed
Increase force-to-derail threshold
Don't show mount interaction on the client if train is dead
Improve static collision handling (+static collision bugfix)
High External Gate now Workbench level 2 - inline with External wall
Updated T2 & T3 Tech Tree
Snowballgun fx files & pfx scene backup
Metal Embrasures T2
Glass Window T2
Garage door T2
RF Detonator T2
Rand Switch T2
Memory Cell T2
Laser Detector T2
Storage Monitor T2
Smart Switch T2
Smart Alarm T2
Tesla coil T2
Advanced Horse Shoes T2
Roadsign Horse armor T2
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Final terrain bits around new east route
Added new AmmoBelow event, protobuf & UI.
Added GetAmmoFraction() to IAIAttack and implementations.