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106,865 Commits over 3,836 Days - 1.16cph!

2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Tweaked ground plants colors slightly to better match the terrain after changes to the cubemap lighting
2 Years Ago
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2 Years Ago
Tweaked ground plants, saplings and fern wind settings to work better with the CH47 wind effect
2 Years Ago
Fixed compile problems
2 Years Ago
more merge fixes and codegen
2 Years Ago
Cherry picking 73247
2 Years Ago
NRE edge case fix
2 Years Ago
flash bang postfx bundle assignment - standalone error fix
2 Years Ago
molotov cocktail gibs r/w - standalone error fix
2 Years Ago
Cleanup
2 Years Ago
Minor GenerateRoadTerrain tweaks
2 Years Ago
Fixed PathInterpolator.Resample issues that could lead to edge cases with weird looking, bent / stretched rails
2 Years Ago
merge from main and merge fixes
2 Years Ago
Merge Main -> Trainyard Update
2 Years Ago
Merging in the new locomotive driver position
2 Years Ago
Fixed trackSpeed not being explicity set to zero when a train sleeps. Fixes a rare edge case with wagon shunting.
2 Years Ago
re-exported locomotive player anim
2 Years Ago
Subtract changesets that changed how the TrainCarFuelHatches worked. I have a plan to fix this is a better way.
2 Years Ago
Added a Create Proxy Mesh button on the S2P component to quickly test what the baked down mesh looks like without runnig the full S2P Added SceneToPrefabTag that can allow for forced inclusion/exclusion of renderes, as well as simplifying material arrays to exclude sub meshes
2 Years Ago
Only hide/show LOD components, not the full hierarchy (this will keep collisions intact)
2 Years Ago
Add graphics.StaticTileMonumentLod to toggle the new behaviour for performance comparison
2 Years Ago
Allow the TrainCarFuelHatches animation to finish smoothly instead of abruptly if the client tick stops
2 Years Ago
Add LODMasterMesh component that enables a single mesh for a monument and disables all child renderers at a given distance Leave the core monument untouched and bypass the ECS rendering/loading process
2 Years Ago
Fixed offset prefab causing offset baked proxy meshes
2 Years Ago
Fix handheld boom box not working (broken in 73143)
2 Years Ago
Fixed locomotive monitor display no longer being visible (mesh changes)
2 Years Ago
0 -> 1 fix
2 Years Ago
Added missing molotov cocktail hold type meta file
2 Years Ago
TrainCarFuelHatches now uses the train client tick instead of Update()
2 Years Ago
Raycasts for lasers on client on job system
2 Years Ago
Hack around enough errors to get supermarket building static tile mesh
2 Years Ago
Merge Main -> Trainyard Update for the compile fix
2 Years Ago
Fixed server compile error in EnvironmentVolumePropertiesCollection, introduced in 73,199
2 Years Ago
Merge Trainyard Update -> Main
2 Years Ago
Merge Main -> Trainyard Update
2 Years Ago
Package manifest fix
2 Years Ago
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2 Years Ago
Fix typos in new aggressive lod convars
2 Years Ago
Merge from main
2 Years Ago
Merge cabin dressing.
2 Years Ago
Tweaked LOD transition levels again
2 Years Ago
Added locomotive posters to LOD1 so they stay visible until LOD2
2 Years Ago
Adjusted locomotive LOD change levels. We can let it change a bit earlier
2 Years Ago
New locomotive dressing: - Removed remaining RendererBatch script - Removed all colliders - Added a convex mesh collider for the box pile to the DetailedColliders - Removed all LOD scripts and integrated them into the main LODGroup for the locomotive
2 Years Ago
dressed the locomotive interior, removed batched renderer script - no more junk flying off added some wiring
2 Years Ago
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2 Years Ago
Removed locomotive rear headlights, re-enabled the small white rear lights when travelling in reverse (with no spotlight).