122,240 Commits over 4,048 Days - 1.26cph!
Toggle ADS fixes:
Fixed not being able to ADS while a gun is deploying
Fixed having to click twice if player opens inventory while in ADS
Update ferry so it can find a proper place to go to/from when transferring to zones with no island billboard
FIxed physical camera convar error when connecting to a server
Extra missing interaction and deploy sounds
Change ServerInfo to a class so can sort by ping & update after its in the browser
Download from web on worker thread
Fix sqlite cache and ping works with sqlite now
Fixed a bug in the collider or the coaling tower collector
Moved drop zone due to chance of blocking train line
Trainyard spawn priority is now high
S2P Trainyard
sav++
network++
Use Time.time instead of Time.realTimeSinceStartup
Fixed wagons decaying very quickly if the server has been up for more than 30 minutes
Subtract
72864 - testing complete.
Fixed LocomotiveExtraVisuals NRE
Different debugging to narrow the decay bug down
Subtract
72859 - testing complete
Don't put the ferry in line for the dock until it's close enough
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
Minor edit to locomotive to see if the build server is confused re the visuals NRE
Fixed fuel storage prefab ID, manifest rebuild
Require more water on the area in front of the ferry dock
Query server info from a background thread to try and make it more reliable during loading stalls
Retry the server info query a few times in case it still doesn't get a response the first time
Fixed stray barrel spawnpoints in Trainyard
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
fixed missing material reference on coaling tower LOD3 prefab
Removed ping field from combatlog entry
Fix NRE when downloading texture
Reduce the number of sphere casts ferries usually need to do
Remove a list sort in ferry pathing
Harbors exterior lighting pass
Added light switches to control the lights
Spawnable static ents (incl. chairs and desks)
molotov liquid shader back for Bill to test
renamed flashbang to correct view and world naming system, recaled 2.5x, tweaked glass material, added powder inside on view, lods 0 and 1, tweaked normals
Allow head look when mounted on invisible static chair & secretlab chair
Both toilet prefabs now use updated chair settings.
Updated more chair prefabs to allow upper body gestures. Setup generic chair mount sound definition to use across chair prefabs. Disabled gibs for invisible static chair.
Minor headlights setup edit
Set up the more advanced separate forward/backward headlights
reduced texture sizes on poweder
tweaked flashbang glass transparency and metalness, added power mesh with tiling material for viewmodel and lod0, will add something to the opaque material