192,909 Commits over 4,049 Days - 1.99cph!
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
Experimenting with async loading things from bundles
Rename NewAssembly to Rust.FileSystem
Code gen for new interaction item
Fixed wagon unloading ending early
Monument Island now collates train tracks (if there are any)
Ping ponging displacement maps to calculate displacement delta.
Plaster_d green paint variant
Final iteration of the plaster_d texture
Tweaked some corresponding materials
Updated brick wall materials and some plaster materials
Allow weapons, but can't steer parachute while a weapon is held
Can only deploy parachute if there's 20m of clear space beneath player
Debug switch to bypass the repacking stage for easier testing
Fixes, more movement work
Merge from inventory_idle
Cherry picking 71982+71989+72002. Fixes for the vehicle full flag.
Idle animation posture adjustments. Updated controller & player preview.
Merge Main -> Trainyard Update
All train engines now have horns (LMB)
Remove UpdateFullFlag call from BaseVehicle.PlayerMounted and PlayerDismounted (redundant after previous changes)