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Coaling tower emptying FX prefab & related files
Tweaked ambient multiplier for the BuildingVeryDark environment type. Should no longer be pitch black
Reverted eye-adaptation and autoexposure because it was causing too many visual issues
Tweaked post-process profiles to be closer to original values but kept ACES for now. Will revert to neutral depending on feedback
Lowered sunlight intensity to 12, which is 50% stronger than original
Wagon unloading fx & train prefab iteration
teleport + pathing improvements.
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Converting AnimalFur shader to Core (fixes it not being affected by new cubemap ambient light)
Updated sphere tank LOD textures to better match new materials
Added gmod_language to blocked convars (can still read it)
Fixed new ambient light missing from viewmodels under certain conditions
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Moved rocket factory building light switches further away from the door to prevent confusion
Fix NPC_CraneDriver crashing when the crane's magnet is removing
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Resave T0 tech tree, fixes incorrect total required scrap display in tech tree dialog
Add a new SpawnableBoundsBlockers component that can be used to block spawnable objects from spawning inside their bounds
Applied this setup to trees and the prevent building volumes on ziplines so trees should no longer spawn in the path of ziplines
Rather than snap the fuel wagon etc into place, I've decided to sort of increase "friction" when it's lined up correctly, so that the train wants to slow down. Let's see how this goes. First basic version here.
Fixed coaling tower active train car not clearing correctly on the client
Merge from trainyard_update
Add global.showItemPickupNotices for debugging
Profiling
Adjusted the coaling tower unloading point to line up the fuel wagon perfectly
Increased NetworkPositionTick's ticksSinceStopped from three to six. Fixes train wagons still sometimes getting confused about interpolation when coming to a sudden stop after coaling tower shunting
Added LODs to the marketplace terminal and updated the prefabs
Fixed repopulation when out of range
Improve the ferry movement animation a bit
Double the max speed of the ferry for testing
Add some debugging features to the ferry (add FERRY_DEBUG to scripting defines to enable)
Merged rocket factory building door into the main exterior mesh / this was done to fix an issue where the door would disappear behind the player causing a light leak in the cubemap and brightening up the scene in a weird way
Updated LOD texture on the rocket factory building
Scene2prefab
Behaviour is closer to current setup
Deleted overlapping light in trainyard
Fixed foliage billboards not receiving new ambient light on procedural maps
A test for improved fish swarms
Tweaked trainyard environment volumes
Added environment volume to the coaling tower
Gas station cave will now use buildingdark instead of buildingverydark environment volume
Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
Instead of pausing reflection blending completely when standing still, just slow it down a lot to ensure things still update as the sun moves
Merge Main -> Trainyard Update
Updated save/load handling for coaling tower. Don't load in an active wagon - let it be re-detected by the trigger if there is one after loading. Clear all flags as well.
More collision damage tuning
Fixed locomotives just annihilating wagons even at reasonably moderate collision speeds
Fixed errors from RefreshMovementLightVisuals with WorkCarts
Instead of using the ItemDefinition from the unloadable wagon loot list directly, use its itemID to get the item from the ItemManager. Fixes NRE on itemMods when creating the item, which was caused by the fact that the version of the ItemDefinition directly from the list was never initialized. Curiously, it was initialised in the editor, so this bug only showed up in builds.