121,628 Commits over 4,048 Days - 1.25cph!
metal_panels_a and metal_panels_b redo. Consolidated the set and removed _brighter variant
Tidied up motion vector generation
Merge from cubemap lighting
Tweaked concrete_f_bld_var material
Reordered textures on brick_wall_b_plasterblend
Airfield / replaced all old light switches
Disabled red and green lights on the light switch prefab
Added yellow light that is always on to indicate the switches control emergency lights
Improved a bunch of things with unloading ore
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Hopefully fix hold to dismount showing an unlocalized string on progress bar UI (will need a phrase rebuild)
Show a different interaction if there's a wagon lined up, but it's empty
Merge from adminpanel_ugc
Fixed expanded sign image getting smaller over time
FIxed cassette audio looping forever
Store the last person to modify a firework, display it in the UGC browser
Initial support for showing pattern fireworks in the UGC browser
Allow unloading if the output bin is not empty, but don't allow if it's totally full
Correctly show the ore level on initial load
Fixed some menu interactions with the tower components. Use generic_resizable loot panels. Increased slots to 12.
Adjusted vacuum start delay per discussion with Alex
Merge from adminpanel_ugc
Can now click on UGC images to expand them for a better view
Don't show signs in the UGC list if they have no data
Better behaviour when cycling through images on a neon sign when some frames have no data
Merge Main -> Trainyard Update
Added options for modular car prefabs to spawn repaired, with parts and fuel. Set all Paddy's cars to start with fuel + T3 parts.
Can now click on the track progress bar of the audio clip preview to seek to a position
Motion vectors are working-ish
Start asset warmup in the background as soon as the main menu is ready
Run asset warmup in the background with a relatively low frame budget
Prioritize loading prefabs needed to spawn the world when loading
Automatically adjust backgroundLoadingPriority when the loading screen is shown/hidden
Load prefabs in the background while spawning world
Preprocess prefabs on the main thread while loading continues in the background
Implement AssetDatabase backend
Experimenting with async loading things from bundles
Rename NewAssembly to Rust.FileSystem
Code gen for new interaction item
Fixed wagon unloading ending early
Monument Island now collates train tracks (if there are any)
Ping ponging displacement maps to calculate displacement delta.
Plaster_d green paint variant
Final iteration of the plaster_d texture
Tweaked some corresponding materials