122,204 Commits over 4,048 Days - 1.26cph!
Basic train coupling class
No longer track the skin used in an item craft event (was making that dataset too noisy)
Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
Removed TrainIsland scene (it's broken beyond
69624 anyway). Use ProceduralMapTesting instead.
Tweaked some of the commonly used textures that were either too dark, too saturated or had too much contrast for the sake of consistency across different lighting conditions
Tweaked materials used in the excavator monument
Fixed a number of harsh rail / road intersections
Removed water systems from bunker entrance prefabs.
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merge from brick building
Add some more termination points to compound
Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
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Merge from powerline_zipline
Reduce collision sweep size to help land on destination platform more safely
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Removed some unused code from PlayerWalkMovement
Merge from spraycan_merge2
Fix graphics random write targets not being cleared after spraying, causing rendering issues after using the spraycan
Merge Main -> Rail Network
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
Add zipline prefabs to excavator and airfield
Merge from powerline_zipline (stomping changes to excavator and airfield scenes from powerlines, will reapply with new prefabs)
A different fix for the double-up mount interaction options when interacting with modular car modules. Removed the Menu_Mount override in BaseVehicleModule, and told RPC_WantsMount to look up the chain if the interactee isn't directly mountable itself. Changed Menu_Mount to not be virtual, as it looks like any override will cause an interaction double-up.
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
Slightly tweaked biome postprocess profiles / unified black levels across all biomes to prevent them from being crushed in dark areas / slightly lowered gamma to compensate
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Fixed issues with river and lake materials
Moved lighthouse props and lighting into prefabs for future merge
Fixed some lighthouse materials
Moved excavator props and environment volumes into self contained prefabs for future merges
Removing osx steamworks libs (doesn't look like they're being used at all, and we don't even build the osx server either)
Updating Steam libraries to latest
Added environment volumes to the excavator and darkened existing ones
Added always on ambient lights to the excavator core
Tweaked excavator shadowproxies to allow sunlight into the core
Added more prop dressing and junk to the core interior
Added a green material variant for the fuel tank to match the diesel engine
Added server side command verification. Refactored so both client + server can use the same verification.
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Pet commands can now be shown as disabled
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Merge from spraycan_merge2
Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
Merge from powerline_zipline
Merge from powerline_zipline