122,013 Commits over 4,048 Days - 1.26cph!
Merge from spraycan_merge2
Fixed train-to-rigidbody collision sometimes bringing the train to a stop
Another boatload of fixes.
Lods for the exterior and interior of the cabin (excluding controls)
combined a lot of the meshes
baked LOD to reduce materials down to 1 material for the exterior of the train
added textures for bakedLOD
reconstructed the prefab
Extend the fake steam ID function to allow disabling randomization (it'll be consistent depending on what unity project path is open)
updated directional damage indicator
toned down incoming damage notification
updated SAR recoil
updated crosshair
updated hit markers
added weapontest gm
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Rivers & lakes fishable.
More ore count improvements.
Tons of other random fixes.
Fixed caustics applied to objects above water level
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Cache mesh in RenderListEntry
Added +/- 180 degree buttons to coverpoint inspector
merge from /pickup_fps_fix2
Individual, per-floor virtual AIZ setup.
Cliffside mask tweaks to pad up ore counts
Fixed the TriggerTrainCollisions invalid object rejection, re-enabled it
Marge Main -> Rail Network 3
Better attempt at fixing the layout fps drop when items are picked up/dropped:
-Remove layout component, manually layout the components in Update
-Remove RectMask2D on pickup widgets so they can all be batched
-Remove tween usage, animate widgets via a central update in NoticeArea driven by curves (result looks slightly different)
-Fixed pickup widgets not pooling
Removes all GC and reduces frame time from 8-9ms to 0.7-0.5ms in worse case scenario
Get clan chat working between servers on the nexus
TrainTrackSpline uses the new hierarchy system
Disabled my train collision rejection code until I solve its issues
Updated vehicle collision effect code, fixed the warnings re SubmarineDuo
Merge WorkCartUpdate -> Main
Increased the culling distance for trains and wagons, and set the wagon LOD groups to all match in their transition points. Improved my CopyLODValues script to manage culling points appropriately on LOD Groups that have a different amounts of LOD levels.
Don't run Alt topos in the corners.
Remaining cliff masks, give or take
Almost all cliff zones masked.
player anim, entity and world model animator updates,
added anims for world weapon, added separate ammo box model and lods, effect setup
Slightly reduced the intensity of the headlight emissive
New headlight and tail light materials that have a texture when the lights are turned off
Autospawn improvements WIP
train lods update and progress
prefab update
reapplying fps counter option menu
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Updated work cart gibs to reflect changes
Synced gibs in work cart prefabs