192,878 Commits over 4,049 Days - 1.98cph!
merged 6837 (6739_unity_upgrade) branch to 6739 (last live commit) to make this branch up to date with release branch and not the latest on main (which was all the wip stuff)
Fix error when picking up a photo frame with edit history
Merge from adminpanel_ugc
Added a UI timer to communicate how long it takes to pack up the parachute
First pass on a timed process for packing up the parachute after landing
Check the true max loot amount of the wagon's ore type when unloading into the hopper, and make that the hopper's 100% full look
Merge from physical_camera_convar
Rename showDemoCamInfo to showCamInfo
Fixed camera info convar not turning back on when re-entering camera mode
Unparent entities which are not a part of the transfer so they don't get killed when the transfer succeeds
Don't allow mount/dismount when the entity is being transferred
Don't repeat the same idle twice
Expanded width of player preview canvas
Head rotation adjustment on idle_c
Randomise blend tree instead, expose max value
Add PlayerIdleAnimationRandomiser to randomly switch between the new preview idles
Minor tweak to base animation
Fixed trains not being able to pass the road crossings at Trainyard. Trainyard S2P. Track spline data regen.
Updated idles and anim controller
Initial flow of deploying, landing, restoring to inventory
Fix island billboards rendering on the wrong side of the map (or in the terrain) when the draw distance is low
Ore hoper fill animation working. Needs some cleanup
Brickwall_b texture and variants
Tweaked brickwall_c diffuse
Brickwall material update
Add an option to MapImageRenderer to render maps with alpha
Area covered by ocean margin will fade to transparent when rendering with alpha
Render maps with alpha when uploading to the nexus
Adding supermarket & gas station to the desert WIP
Remaining locomotive damage states. Prefab application coming after slight mesh tweaks.
TrainDecals are cutout instead of fade because they're on a single mesh all around the large train and it causes lighting issues in some circumstances
re-enabled other monuments in scene
Setup puzzlereset to trigger main NPC respawns again
reduced npc fish to 1 material each, added new *fish_swim model so that the line-caught fish still look correct with 2 materials
Fixed jittering issue when using jittered projection matrix
changed fish to include swim shader and removed rigged/bone anim fish
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Added a coal ore mesh that can be animated inside the coaling tower scrap bin
A and B idle variants. Inventory anim controller now transitions between both clips + loops