193,145 Commits over 4,049 Days - 1.99cph!
Limit sale amount of plant clones to prevent purchasing unadvertised genes
(eg. red berry clone stack a has genetic XYZx2 and red berry clone stack b has genetic ZYYx3, the maximum purchase in one transaction will be the stack size of the clone that is advertised in the vending UI)
Molotov cocktail viewmodel sounds
Hopefully fix island billboards spawning too close for real this time
Temporarily disabled the emissive on the molotov cloth mesh fire scroller, since it shouldn't be ignited by default
Replaced the old cringe molotov ground fire placeholder with a new marginally better but still cringy ground fire placeholder, god bless.
Merge Main -> Trainyard Update
Note: This merge had an evil twin conflict on the coaling_tower_fuel_tank folder, caused by 72,896. There was nothing in the folder on Main except for some subfolders, so I've used the version from this branch.
Flashbang sounds and deafening
Moved molotov fx temp files into a new subfolder to declutter /effects
Fixed "Unloading while shunting a workcart under it, breaks the vacuum/unloading"
Molotov ground progress backup
Set up locomotive driver in new seating position
Fixed items not going into slots
Fixed error when opening non-furnace
Fixed locomotive not saving
Once the wagon is empty, it's useless, so destroy it after it's emptied completely, but with a few minutes of corpseSeconds time, so it's really more like the decay speeds up a lot. Allow fixcars to bring them back to life.
Fixed trains being mountable when not on the platform (due to platform trigger removed on client - TriggerParent has an IServerComponent tag
Fix duplicate inbound/outbound zones
disabled crafting of molotov/flashbang
added molotov worldmodel
icons, description, models
flashbang,viewmodel update
1st pass flashbang.viewmodel
fixed molotov appearing as grenade
Replaced another heater in airfield with a proper variant
Fixed shadow issues in the airfield office building
Slight offset gymnastics to shift the point light away from its particle.
FB boom emission issue fix 2/2
Tweaked some LOD distances and LOD materials in harbors to make transitions less jarring
Disable commands on client: monuments, rendermap, renderlabs, rendertunnels
cleaned up flashbang code
added tinnitus effect
127.8% more flashy flashbang
Never run asset warmup in the background on PCs with 16GB of RAM or less
Ignore assetWarmup = true if warmupConcurrency is <= 1 (pointless combination)
Disable "g" map
Disable respawn map
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Properly list nearby islands on the zone map
anotha one (still missing some stuff)
source/target nav type checks, added debug spam
Pushed some sphere tank LOD distances further to reduce pop-in
Added a spec map for the sphere_exterior_LOD material
tweaked liquid material values, removed old unused textures and materials, set up view and world model liquid values, removed vertex alpha flame on wrong bits of cloth
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Removed some unused code, prep for detecting target location type