202,428 Commits over 4,171 Days - 2.02cph!
Gas station in desert finalization
Fixed rock_pile.mat not being biome tinted. Presumably an oversight since it looked completely whack in the gas station cave.
Fixed compile error
Fixed workshop fonts spamming pointless console messages trying to load from the .gma directly which won't work
merge from prerelease (oops)
Fixed NPC.AddEntityRelationship priority argument reading from the wrong argument. Also made it optional ( defaults to 0 )
Fixed effects/base.lua being included twice
Fixed ai_debug_enemies (and probably other NPC debug stuff) spewing nonsense to console
Added some crash checks to CShaderSystem::TakeSnapshot
metal_panels_a and metal_panels_b redo. Consolidated the set and removed _brighter variant
Tidied up motion vector generation
Merge from cubemap lighting
Added "Select Page" option in Addons menu
Fixed non halting Lua error when Derma_Install_Convar_Functions() Panels attempt to set empty console variable
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
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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
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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