107,030 Commits over 3,836 Days - 1.16cph!
Rail terrain adjustments and mesh generation are done before the road ones (to match their layout / generation order)
merge from main/moremusic
Updated Bootstrap background image. Applied aspect ratio fitter to bg
New temp loading screen background image
Maintain 16:9 aspect ratio on the loading screen background image so it doesn't get squished
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mission position improvements
Increased rail ring smoothing parameters
Added rail ring corner postprocessing to road ring as well
Postprocess rail ring corners to smoothen their curves
Cherrypicking Bill's script.
North almost fully finalized
Added tool for Petur to manage material swaps
Magnet crane reverse steering improvement
Reduce magnet crane collision damage taken
Gave magnet crane wheels some more travel and adjusted wheel height
spawnfixes merge to main + skin stuff
Fixed item icon select sound playing when opening the inventory with an item equipped
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More refactoring and fixes
store last transition link
Moved a lot of the simulation around to allow for precomputation of various aspects. Removing the CPU simulation entirely.
position sample type tests
sampling tweaks and fixes
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merge from monument_lighting_upgrade
Reapply voice speaker change from yesterday, fixed NRE
Made Building environment volume slightly darker
Bandit town lighting update
Added environment volumes to all buildings and the dredge
Tweaked some of the lights
Scene2Prefab
Moving some settings to a global settings file
Rail and road are allowed to go next to each other, but not on top of each other (other than for crossings)
Generate rail before road (since roads are allowed tighter turns than rails, so they can react better to crossings)
minicopter improvement wip
taking a look at fixing some minicopter mesh issues
greatly improved uv's and normal maps
retexture wip
Much better tess method, come cleanup.
added BuildingDark and BuildingVeryDark volumes for map makers
merge from monument_lighting_upgrade