107,014 Commits over 3,836 Days - 1.16cph!
Unloadable start/end sounds
Fuel wagon hatch sounds
Fixed NRE on OrePalneRenderers
Re-enable TargetEntity in Feedback reports
Set up the updated ore hopper FX
hooked up flashbang effects/sound
Flashbang boom draft/placeholder
flashbang logic and line of sight checks
reduce flash effect if air bursted
reduce flash by 75% when looking away
Temp working files backup
Updated furnace slots & ui formatting
Added alternative overlay mode.
Powerplant / refined environment volumes
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Added some support lights and wires to harbors
Colors and tweaks to get it closer to the target look
vm molotov - 1st pass anim & animator setup with new functionality
Airfield / replaced heaters with ones that have heat sources
Added new pet specific idle state. Back away in idle state too.
Refactor the back away code so that it can be used in multiple states
Stick a sign on the ferry that shows the name of the zone it is travelling to next
Only allow teleport or back off if target is owner.
Make the nexus map only show details for a zone when it's not ambiguous (zoom closer into one)
Added max control distance, load default AI state when out of it.
Set pet command max distances
Added ladders inside the ore train wagon to prevent players from getting trapped inside
adjusted floating geometry to prevent flickering
added workcart chair into locomotive cabin so player can be seated
updated locomotive prefab
Fixed remaining edge cases of left / right confusion at rail intersection points
Fixed a broken radio station, added new stations
Don't have rear headlights on when train is not moving (Petur request)
Raised front and rear collision triggers on the locomotive
Enabled 3p head look when mounted on horses, helis, boats and sleds
Merge in the new coaling tower animation changes
Set up the new fuel wagon animation layer
Merge from content_reporting
Merge Trainyard Update to the new anims branch
Don't do clipping checks in locomotive cockpit
Only play train engine off sound if engine was on (or starting up)
Disable TargetEntity field in feedback (for now)