122,219 Commits over 4,048 Days - 1.26cph!
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World spline shared data update
Made my interpolator generic. The original TransformInterpolator now inherits from it.
Airfield lighting and dressing polish
Added overgrowth and small junk to the hangars
Added point lights near entrances to prevent exteriors from looking too dark
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Reflex plugin update, updated reflex script
Grass, moss and gravel do not spawn on rail topology
Site A river area finalization
New spawn populations for bushes on railside topology for all biomes to provide cover
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Medium sized rocks don't spawn on rail topology
Adjust line termination points with model changes
Merge from mount_instrument_fix
Added a float interpolator based on TransformInterpolator
Merge from instrument_disable
Updated WorldSpline Prefab Shared Data to my newer lookup-table generating system
Send bogie rotation data as an RPC instead of full network syncs
Add analytics keys for dedicated servers
Split client and server analytics events into separate classes (Rust.Analytics.Client and Rust.Analytics.Server)
Only run server analytics on official servers
Reintegrate old disabled death and craft server events
Made GetDistance (used when spawning trains) around 3x faster. That's Good Enough™
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Include the SQLite result code value as a field in SqliteException
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Rewrote the lookup-table building and the GetPointAndTangentCubicHermite method for WorldSplineData - my previous attempt at a performance speedup was returning wrong values since spline estimated length doesn't usually quite match real-world length. There is almost certainly still a better implementation out there than what I'm committing here, but this works and is lightning fast.
Replace placeholder debug logs with actual achievement/stat names
Snowmobile achievement (will need arctic base s2p)
Use viewmodel camera for spraycan
New faster code for the GetDistance method
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Removed crew cabinet light overrides from arctic base prefabs
Updated crew cabinet lights / reduced radius settings to prevent lights from bleeding through walls
More progress on airfield lights and dressing
Tweaked radius, range and distance fade settings for all ambient lights
Tweaked intensity of some of the interior key lights
Made exterior lights turn off during the day
More tower dressing
East mine complex finalization
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Train tracks textures: balance work on albedo, mipmap seaming countermeasures, fixed AO map showing obsolete data
Updated procgen railroad mesh: up facing vertex normals on the edges