121,598 Commits over 4,048 Days - 1.25cph!
Allow developers to set particle quality above 100. Allows for longer culling distances.
Experimental files / backup
Added a basic alarm noise if a shunt is cut short for any reason (collisions etc)
Set slots per furnace to proper values (were set arbitrary for testing)
Merge Trainyard Update -> Main
Merge Main -> Trainyard Update (brings molotov back)
Fixed wagons (most noticeable on the fuel wagon) not lining up perfectly when being shunted at trainyard. Now using a true world-space distance instead of spline-space distance, which was slightly different.
gunshot crossfade distance tweaks
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molotov cocktail fireball burn sound
3p molotov anims, entity setup, override controller
merge from July_Staging_Wipe
merge from molotov_cocktail
reapplying /molotov_cocktail
Remove scientists and turrets from "safe" monuments
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102
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9
new trophy model and textures
Merge Main -> Trainyard Update
Fixed compile error in FlameExplosive.cs (build only, was OK in editor)
merge from /July_Staging_Wipe
subtract molotov_cocktail
Improved the error when SpawnPopulation finds something missing. Catch NREs
Added world reflection quality 4
Merge Main -> Trainyard Update
Enable head look for locomotive driver
Adjusted coaling tower vacuum LOD distance to match the main tower (so it doesn't disappear early)
Fixed coaling tower vacuum animation playing when the vacuum first comes into view
Slow down shunting a bit faster, don't make them wait
Fixed some problems with ladder volumes (ore and fuel wagons)
Worked out a simple way to have the wagons slow smoothly at the end of shunting, instead of an abrupt stop
July_Staging_Wipe to Main
merge from Trainyard_update
merge from molotov_cocktail
Add support for loading radio stations from the manifest metadata for mid-month updates
Added some toasts that show and explain the issue if a player tries an action at the coaling tower, but it fails
Merge from genetic_vending