128,102 Commits over 4,109 Days - 1.30cph!
Created bespoke gibs for train_wagon_loot
Updated train_wagon_fuel_tank gibs
Updated prefab scripts
remaining new gunshots incl. silenced shots
Enabled crunch compression on some textures in the vehicle folder
removing a bunch of unused stuff :DDD
Enabled crunch compression on some textures in the nature folder
Added the 3 new monuments & surrounding spawns back in again.
fixed issue where the first shot fired while beginning ADS would still play the non ADS fire animation obscuring the camera
sped up SAR deploy duration/animation
slightly increased m39 fire rate to match SAR
adjusted m39 recoil
toned down m39 ADS punch
Remade brick_wall_c textures and masks
Changed brick wall and plaster textures to 2k and crunch compression
Enabled crunch compression on textures in the props and structures folder
merge from hapis_conversion
Merge from modding_prefabs
Shader normals fix. Updated materials + greybox scene
Hapis scene file from
71607
Merge from modding_prefabs
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Merge from interaction_sounds
Merge from global_lighting_tweaks
Merge Main -> Trainyard Update
Interaction sounds for small loot - tech/vehicle parts, medical, tools, fuel, food and ammo crates.
Fixed missing MeshCull scripts on red industrial door handles (door.hinged.industrial_a_a and door.hinged.industrial.a)
Disable shadows on LOD1 of the train tunnels call elevator push button
Disable shadows on LOD4/5 of static computer station and removed an unneeded client side mesh collider
continued Hapis troubleshooting - del newly added monuments for testing
Set up the updated loot wagon, removed my temporary content
Some variation in the hatch anim
Elite crate interaction sounds
Fixed sign images getting smaller every refresh
Fixed photo frame content not getting deleted properly
Finished setup - fuel wagon now fully functional. Output goes into the red tank.
Manifest build for wagon changes
Fixed fuel wagon gibs. Manifest update.
Basic automatic hatch animation for the fuel wagon
Removed hardcoded Z/C/Y keys managing debug camera zoom
Added debugcamera_zoomin and debugcamera_zoomout bindable buttons
Added debugcamera_raise and debugcamera_lower bindable buttons, if these are bound then the debug camera will use this instead of the hardcoded Q/E
Lifted the cowcatcher/pilot/bumper up so it's not scraping the tracks
separated front lights out from the rear lights
scaled the control panel monitor to be 5:3 so it's easier for ui implementation
updated train prefab, hoping i dont break anything
Make an invisble version of the door manipulator to use in monuments where it's not visible (removes a renderer/shadow caster on each floor of a train tunnel entrance)
Fixed performance degradation when examing a pattern boomer within network range of the admin
Open/close sounds for hackable crates, minecarts and normal + basic crates (using existing audio)
Fixed some visuals not updating until moving when changing reflection.quality
Hatch animation is bouncy instead of linear. Refactoring.
Unloadable fuel wagon WIP. New prefab, script, updated colliders.
Merge from Trainyard_update
Equalized interior brightness between all reflection qualities
Remove socket gameobjects from static deployed entities (xylophone, scientist sentry, bandit sentry, rf broadcaster, piano, drumkit, chippy machine, cctv camera and computer station)
Strip IK transforms from server on mountable instruments
Disable shadows on LOD1 of all train tunnel signs
merge from hapis_conversion
Merge from adminpanel_ugc
Fixed locomotive light material errors after the model update