201,593 Commits over 4,171 Days - 2.01cph!
Fixes from running DoPrepare on everything. Why is it exclusively my stuff that needed it 😓
Cherry pick my DoPrepareAll method
Fixed my DoPrepareAll method not saving its changes - added EditorUtility.SetDirty
Added a static method to the Tools menu that runs DoPrepare on all BaseNetworkables at once
Fixed train wagon loot needing a DoPrepare as well + other fixes
Merge Caboose -> Blackjack again
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Caboose folder move, put it with the rest of the train stuff
Merge Blackjack -> Caboose, to fix blackjack compile errors
Moved all train cars to one parent folder. DoPrepare + manifest update for the new IDs (IDs are based on path)
Trains now share one TriggerParent prefab
Merge from modding_prefabs
Added glowing cubes (warm, cool, red, green, white)
Moved all tiled cubes to World layer (previously using default)
Increased culling distance for all tiled cube prefabs (may require some tweaking)
Additional tiled dev cubes
Drop HLOD texture sizes to 512
HLOD water treatment plant after merge
Iterating to reduce billboard effect
citizen_model.max: added selection sets for quicker LOD exports
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Citizen skinning/tech update; unified both .max files back into a single one, fixes to morph shapes and other misc. things
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Refined the lighthouse and added rust using vertex painting
dog animator & anim updates
simulation simplification
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Nuclear silo source backup
Nuclear missile silo chute progress
Added new textures
Added meshes and prefabs
Organised the scene
attempt to fix flickering tarp on zipline platforms
- i suspect it's the same compression issue we had on the locomotive.
- set fbx compression to low to check if it's the same issue