121,613 Commits over 4,048 Days - 1.25cph!
- Increased caboose lighting check from every 10 seconds to every 5
- Fixed listen server bug where LightGroupAtTime could miss the intended IO Entity by getting stuck looking at the server-size version
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Added sounds at the vehicle lift for lock create/remove and vehicle repair. These are also synced to other clients.
Increase netting trigger size so it works on stone wall frames as well
Added a popup tip to explain how to toggle the flashlight on/off
Fixed third person foot sliding on existing dance gestures.
Fixed entrance height offset on the prefab
Entrance LOD0 progress
Updated collider mesh
xmas tunnel setup baseline
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Add "creative.nocost" convar to place deployables and building blocks for free
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Cherrypicked Caboose window fix.
Render fix for Caboose window illumination
Added convars: steamsendratemin, steamsendratemax, steamnagletime
Item Store, Workshop and Inventory views updated
v2 pipe trim texture sheet
added pipe rim trim to the pipe trim texture sheet
updated pipe textures
Tessellation amount is linked to quality settings
Cached shader property hashes
zeroed transform on dwellings for correct preview
added spawners to the gingerbread timber mine prefabs
Updated xmas tunnel entrance prefab
XMas NPC dwellings base prefabs with destroyable barricades in
made the xmas cookie barricade and crate destroyable entities
Tweaks to Workshop view and Adding Item Store view
Bug fix in editor where wrong frustum planes can be used for culling
enabled crunch compression on some new textures missing it
enabled crunch compression on some new textures missing it
Fixed modular car fuel tank not needing keycode entry
Re-exported keypad models with correct vertex normals on all LODs
Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
WIP adding translation support and icons for all steps of the filter process
Can now switch between pipe colours
Added support for conveyors to use item categories as filters (food, weapons, ammunition, etc)
Allow whitelisted players to still use a vehicle when the code lock is in temporary lockout mode
Fix sam sites acting like splitters rather than passing through all power to "passthrough slot"
Fixed keycode entry interaction still showing even when the keycode was in locked-out mode (although the entry would always fail).
Applied 5 new colors to hoses too (orange, pink, purple, aqua, white)
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