192,952 Commits over 4,049 Days - 1.99cph!
Enforce a time limit on how often reports can be submitted (just offensive content, regular reports are unchanged)
loot wagon prefab colliders settings
Made some bespoke art for the train_wagon_loot wagon
Uses a gravel pile overlay that wont yield anything
Modified the train_wagon_fueltank to have three hatches, hatches are openable
Updated prefab
merge from hapis_conversion - startup fix (hopefully)
Added "Tools/Shadow Proxy to World Layer" to asset right click menu for damian
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merge from sav226 - Staging wipe
merge from hapis_conversion
Set loot wagon loot to use the train wagon info message as their title. Wagon crates DoPrepare + manifest.
Fixed genericsmall loot panel not looking at the requested loot title. Got missed as it's not in the loot panels scene
Don't run TreadAnimator unless player is within 20m (takes 0.3ms of time if player is in network range of launch site or junkyard)
Lock the loot wagon loot until the ore is removed
Don't show open interaction for the loot wagon
Furnace UI only lets correct items into input / output slots, slots grey out when empty & "it works now"
Destroy the ore when removing it from loot wagons, instead of sending it to the output
Loot wagon WIP, fills and unloads.
Try dropping held world item at correct position/rotation
Include current world position/rotation in model state so it's accessible on the server
Simplified things, fixed normal issue.
Exclude assets/scenes/prefabs/ and assets/content/structures/ from asset warmup since they would be required when spawning the world
Added new Figma colour pallette mirroring the predefined Figma colours as close as possible (see FigmaPallette.unity scene)
Dynamically adjust the frame budget for asset warmup depending on if the loading screen is open
Split convars so global.warmupConcurrency will only affect asset warmup (and halved it)
Loot wagon WIP. Made a placeholder dirt pile.
Fixed satchel charges sticking to the storage unloading area
Added adminreflectionmultiplier and adminambientmultiplier for runtime lighting experiments
Expanded roadside spawn areas.
Mergable RC.
Fixed berries & potatos not sprouting.
Fixed some terrain height and splat issues around the new monuments.
shotgun slugs now have less damage falloff
disable todo list if gametips are disabled
bumped ladder up in t1 tech tree
new textures for corrugated_a (I might revert this if it turns out too life changing)
Tweaked shadow proxy layer settings on a bunch of structures
updated train_wagons_gibs scene
Added gibs for the ore wagon, updated prefab
Set the shadow proxies of large structures in excavator to the world layer to ensure proper cubemap shadow rendering
Gave the compound wall its own detail mask, edited materials
further tweaks to stairs_ladders and material
Set the shadow proxies of large structures in compound to the world layer to ensure proper cubemap shadow rendering
Made terrain splats less glossy
Merge from cui_improvements
Add hudMenuInput support for InputFields (should be used instead of NeedsKeyboard if an input field is displayed while the inventory/crafting panel is open)