122,193 Commits over 4,048 Days - 1.26cph!
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Merge from new_achievements (arctic base monument change)
Add fishing village zipline prefabs
Merge from powerline_zipline
Arctic base lighting progress
Rail / road mesh tangent fixes, removing terrain normal injection at sides since it doesn't improve anything
Fixed edge case where large excavator would overlap rail system
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Fixed several edge cases in rail ring / road ring corner postprocessing (some regressions from
69726, some older issues)
Railroad track procgen uses alpha dithering on the sides to better fade into terrain
Updated World Setup prefab
Merge from powerline_zipline
Merge from rail_network/branching (not enabled in world generation yet, needs more work)
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
Merge from new_achievements
Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good").
Remove a log
Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
Fixed autoturret idle animation moving more slowly at higher server framerates
Move scope overlay layer from 44 to 2 to have it play nice with the helmet slit overlay
Changed GameUI.Hud.HelmetSlitOverlay sort order override from 11 to 3. Fixes status information (wet, cold, straving etc) being hidden by the helmet. Will need to keep an eye on whether anything else ends up showing over the top of it that shouldn't be.
Merge Main -> General QOL
Merge from powerline_zipline
Don't move player eye position while using first person with arms on the zipline
Merge from powerline_zipline/ease_in
Merge from powerline_zipline
Increase range of potential ziplines
Slightly reduce height of collision sweep while ziplining
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Use a random image from the manifest as the loading screen background
This isn't going to work, but committing what I've got in case I need some of it back later. Initial work on the physics of coupled trains.
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vm zipline test - anims and animator
zipline player anim updates, updated ik target positions on zipline mountable prefab
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Larger Dog tags wm and tweaked culling distance
Significantly better road / rail intersections
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Better rail ring / road ring corner postprocessing
Fixed cliffs sometimes overlapping rail