121,643 Commits over 4,048 Days - 1.25cph!
Added new light switches to airfield
Replaced a bunch of single light switches with XOR switches
Light switch prefab update
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Updated idle animation. Test using cinematic avatar for player preview setup.
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Merge from spectate_crosshair
Merge from starting_deploy_rotation
RefreshSignalLights on load only on client side
Kayak now faces away from the player by default
Mailbox, BBQ, medium battery and windmill now face towards the player by default
VehicleLight now supports multiple renderers, with potentially a different material index each. Set it up with the locomotive to set lights on the lower LODs. Updated all existing uses of VehicleLight. Some additional file cleanup.
Fixed items with a starting rotation getting that starting rotation applied again every time the item is deployed
Locomotive lights turn on/off
Fixed crosshair not appearing when first person spectating
Fixed unloading point. Signals lights are now functional.
Started to integrate the unloading system with the real coaling tower
Add support for "verticalOverflow" on text components, supports "Truncate" (default) or "Overflow"
Make default focal length 50, defaulting to 0 looks bad
Optimize IsServerBanned & remove debug code for versionTag
Expose physical camera settings to convars (admin only):
client.camphysical
client.camPhysicalFocalLength
client.camPhysicalSensor
client.camPhysicalSensorTypes
Add midiconvar.reloadbindings to refresh midi bindings if they have been changed in a text editor at runtime
Reattempt merge from misc_fixes_june22 + additional fixes
Light switch entity prefab
Updated light switch mesh
Light switch mesh and textures
Better environment volume setup for office_bld_a and watch towers. The doors facing the exterior will now have the building volume instead of building dark
Require multiple ping samples from the server before showing the ping warning screen so it is more reliable
Fix ferry stuck at dock after spawning in automatically
Merge from modularvehicle_presets
Fixed ContainerMaxStackSize being client-side only.
Added support for the Error Text special case to the hudcomponent convar
Updated material settings for the coaling collector
Fix skin id's on item sprites not loading if the id was greater than int.MaxValue
Skin images are now loaded correctly via async when using worklshop id's
Add a menu option for testing (Debug/CUI/Load Custom UI)
Removed missing prefab from bush_dead
Removed three missing prefabs from the Trainyard "coaling tower" (they all seem to be integrated into the main model now).
Fix fog overlay effect from smoke grenades not working correctly when spectating
If debug camera is enabled the fog effect will now use the debug camera position
Fix smoke effect not updating if timescale is 0