193,296 Commits over 4,079 Days - 1.97cph!
Merge from main -> furnace_ui_rework
Prevent rust+ from starting up after entities are spawned in
updated the material list so that the wood panels on the outside of the caboose are using a lighter variation of the atlas_wood material so improve contrast and colour
Caboose update:
removed old coupler and added new couplers to either end of caboose
removed old trucks and added new trucks
updated prefab
Merge from main -> hardcore
added ai.ClearIgnoredPlayers and ai.PrintIgnoredPlayers
accidently inverted caboose weighted normals in blender
- now set properly
Caboose Update:
massively simplified caboose FBX - combining everything to one mesh
FYI - blender will break some UV's if all uv's dont have same name when joining
Caboose update:
added lods for stanchion, blinds and curtains
added thin table for slot machines + lods/textures/materials
added an alternate version of the slot machine that can be placed on tables (for the above)
updates prefabs accordingly
Integrated subway entrance in terminal
Added a variation of subway bunker entrance prefab
Moved campfire files to a different folder
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Unpacking a few child prefabs on train_tunnels prefabs since they seemed to be serialized in a non-deterministic way, slowing down builds due to re-serialization
source max files for greybox content in ferry terminal
cliffs and caves work backup
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tweaked new campfire emissive (curves/sat)
tweaked new campfire emissive (curves/sat)
fixed typo in texture name
Revert some ragdoll parenting edits
Disable harness requirement for taming during dev
Ragdolls now collide correctly with vehicles
Merge Main -> TrainWorkContinued
Updated campfire emissive texture map
Harbors, lighthouse, junkyard
merge from main (catching the re-serializing train)
More monument HLOD setups
merge from main (catching the re-serializing train)
Ran "Reserialize All Prefabs" to ensure these changes don't have to happen on the build server over and over (this commit affects 6404 files)
Add an editor display to LODMasterMesh to show how far away the camera is
Simplify GetLootFromIndex
Update airfield, launch site and large oil with new settings
LODMasterMesh components now calculate distance to the main camera based on how far away the camera is from the edge of their bounds (calculating distance to a single point was problematic when some monuments are so big)
Fixed some inconsistencies with bounds when grabbing renderers