121,611 Commits over 4,048 Days - 1.25cph!
Fixed vacuum disappearing while animating by enabling "Update when offscreen"
Train unloading vacuum now stretches to different depths depending on the wagon type
Store desyncTimeRaw as desync in combatlog & convert FiredProjectile to pooled class
Unloadable wagon bits and pieces
Merge from trainyard_update
Tunnel progress & related files.
Updated launch site lighting / added light switches
Fixed a few materials
Changed some environment volumes to brighter ones
Consolidated blur, wiggle, line into one pass. Fixed some masking issues and better line generation.
Added collider materials to wire fence prefabs
Replaced obstructed static chairs at Launch Site to non-mountable versions
Junkard S2P. Replaced a few static road signs to spawnable versions.
Added a note to TriggerBase that it doesn't correctly handle GameObjects with multiple colliders (looked into fixing it properly but it wouldn't be simple)
Fixed fuel tank collider detection issue. Our triggers get confused by multiple colliders on multiple gameobjects.
Add server.listtoolcupboards
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
Added missing collider materials to a few prefabs
Re-applied previous month fixes from
71256 (duplicate branch)
Updated locomotive monitor to the new screen size and aspect ratio. Removed widescreen support from the train monitor code.
Trainyard S2P. Properly fixes the error on server load in GetPercentFull.
Full manifest rebuild, committing all changes apart from generated materials to clean up all the mess. Should hopefully fix Aux2 builds as well.
Modified the GetPercentFull fix from 72,345
Merge Main - Trainyard Update
subtracting async_loading - client crash investigation
Update import settings for libsqlite3.so to include Linux
Cache CUI Textures & destroy on disconnect
Add global.asyncWarmup as a convar for client too
Defaults to true but when set to false it will turn off running asset warmup in the background and will add it back to the loading screen using the old logic
Will only fully work if set on the command line
Don't use async asset loading when spawning world with preloadConcurrency set to 1
Change monument unloading threshold to 24GB of RAM
Call UnloadUnusedAssets even if we don't unload monuments, just in case
Road tunnel lighting prefab.
Fixed typo when using ent_who on signs
Road tunnels dressing + lighting progress
All airfield lights controlled by switches will also turn on during the day to prevent confusion
Arctic base / Made exterior lights that are controlled by light switches also turn on during day time to prevent confusion
Maybe a better way of smoothing the line
procedural_cave_entrance_a tweaking terrain parameters and topologies, trying to integrate into terrain hillside as seamlessly as possible
adding a test map that only loads caves and environment for quick iterating
Reduced intensity of the blue color overlay in arctic biome
Slightly brightened BuildingDark environment volume type
Switched excavator environment volumes to brighter ones