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Gas station cave will now use buildingdark instead of buildingverydark environment volume
Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
Instead of pausing reflection blending completely when standing still, just slow it down a lot to ensure things still update as the sun moves
Merge Main -> Trainyard Update
Updated save/load handling for coaling tower. Don't load in an active wagon - let it be re-detected by the trigger if there is one after loading. Clear all flags as well.
More collision damage tuning
Fixed locomotives just annihilating wagons even at reasonably moderate collision speeds
Fixed errors from RefreshMovementLightVisuals with WorkCarts
Instead of using the ItemDefinition from the unloadable wagon loot list directly, use its itemID to get the item from the ItemManager. Fixes NRE on itemMods when creating the item, which was caused by the fact that the version of the ItemDefinition directly from the list was never initialized. Curiously, it was initialised in the editor, so this bug only showed up in builds.
LOD distance polish.
Elevation bake.
Cleaned all the spline source stuff.
Mergable changeset.
Tunnel reverb zones.
Decor & clutter autospawn fixes.
Other small stuff
Enabled read/write on all coaling tower colliders
animated camera rig source
Tweaked ice lake materials to stop them from becoming too bright
Restored bloom threshold to its original value to help with snow becoming too bright
Slightly lowered sunlight intensity
Slightly darkened snow splat
Various tunnel fixes/polish
Added light switches to the trainyard
Scene2prefab
Lighting iteration & terrain/underground volumes
Added ability to pause the ocean simulation at a specific time.
Loot spawns for new tunnels.
Updated trainyard lights
Removed some old overlapping lights
Scene2prefab
Trainyard lighting / increased view distance on exterior lights to prevent them from fading out too quickly
Remove the layout component (again) from GameUI.Hud.Vitals
Merge commit
71034 didn't apply the removal in
70970 properly
Fixed crashes when an entity has negative skin value
Adding cave_procedural_entrance_c variation
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come
Adding cave_procedural_entrance_b variation
Narrowed the coaling tower's unloading bounds
Fuel wagon is now a lot more picky about where it's lined up to unload (has to be over one of the tanks). To facilitate lining up, the fuel wagons will soon have an automatic snap to position
Moved CurThrottleSetting back to TrainEngine
Prematurely end shunting if a player in any connected train engine applies throttle
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Added input.toggleads convar for toggling ADS
This will only apply when holding a gun or a melee weapon that can be thrown, right click interactions on other held entities (eg. torch) should be unaffected
ADS will be toggled off when switching between weapons or when a reload takes place
End shunting properly if the makeup of the completetrain changes (e.g. the end carriage couples with another one during a shunt) + other fixes
New shunting system, should be more reliable
Swapped a few more chairs at launch site to non-mountable versions.
Rebuild manifest again to fix Aux2 challenge [impossible]
Fixed loot index not being set when loading unloadable wagons from save
Add global.usersinrangeofplayer - identical to userinrange but uses a provided player (eg. userinrangeofplayer Jim 50)
Different Aux2 testing content
Fixed NRE when loading coupled trains from a save if the train was destroyed immediately during load
Merge from contact_reporting (contacts screen layout update)
Update localization, fix button sizing
Reapplied fix for Site-A tunnel entrance sometimes murdering people
Finalized tunnels sans reverb/dimming volumes.
Added some temporary logging to troubleshoot the NRE that only occurs on Aux2
Splatting & lighting around second tunnel