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Lighting iteration & terrain/underground volumes
Added ability to pause the ocean simulation at a specific time.
Loot spawns for new tunnels.
Updated trainyard lights
Removed some old overlapping lights
Scene2prefab
Trainyard lighting / increased view distance on exterior lights to prevent them from fading out too quickly
Remove the layout component (again) from GameUI.Hud.Vitals
Merge commit
71034 didn't apply the removal in
70970 properly
Adding cave_procedural_entrance_c variation
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come
Adding cave_procedural_entrance_b variation
Narrowed the coaling tower's unloading bounds
Fuel wagon is now a lot more picky about where it's lined up to unload (has to be over one of the tanks). To facilitate lining up, the fuel wagons will soon have an automatic snap to position
Moved CurThrottleSetting back to TrainEngine
Prematurely end shunting if a player in any connected train engine applies throttle
Added input.toggleads convar for toggling ADS
This will only apply when holding a gun or a melee weapon that can be thrown, right click interactions on other held entities (eg. torch) should be unaffected
ADS will be toggled off when switching between weapons or when a reload takes place
End shunting properly if the makeup of the completetrain changes (e.g. the end carriage couples with another one during a shunt) + other fixes
New shunting system, should be more reliable
Swapped a few more chairs at launch site to non-mountable versions.
Rebuild manifest again to fix Aux2 challenge [impossible]
Fixed loot index not being set when loading unloadable wagons from save
Add global.usersinrangeofplayer - identical to userinrange but uses a provided player (eg. userinrangeofplayer Jim 50)
Different Aux2 testing content
Fixed NRE when loading coupled trains from a save if the train was destroyed immediately during load
Merge from contact_reporting (contacts screen layout update)
Update localization, fix button sizing
Reapplied fix for Site-A tunnel entrance sometimes murdering people
Finalized tunnels sans reverb/dimming volumes.
Added some temporary logging to troubleshoot the NRE that only occurs on Aux2
Splatting & lighting around second tunnel
Updated manifest
Updated TrainWagonC prefab
Updated traincars.population (showed an invalid path?)
Terrain sculpts for one tweaked tunnel entrance
Merge from async_loading_2 (disabled by default)
Added trainyard lighting prefab to the monument scene
Trainyard scene2prefab
Merge from furnace_ui_rework
Fix Awake() error when trying to create oven loot panel & fix pooling inconsistancy
Trainyard lighting progress / updated the trainyard_lighting prefab
Added ability to override the ocean scale via convar
enabling crunch compression on the tarpaulin textures
changing tarp material to use standard + wind
Adjusted marketpalce_cloth material
An insignificant edit to TrainWagonC. Trying to wake the build server up to the latest changes
Switched LOD system on prefab cubes to unity's LOD as it works in screen space instead of distance, this means large blocks will cull from further away
Disabled batching (not compatible with Unity LOD) - all of these materials have GPU instancing enabled so they should still be reasonably efficient
Added clientperf_detailed to return up to last 1000 client frametimes, switched clientperf to StringRaw()
All tiled cube prefabs now use a RendererBatch and will get culled at 150m
End shunting prematurely if a collision happens
Add --json support to listtoolcupboards