121,306 Commits over 4,018 Days - 1.26cph!
flash bang postfx bundle assignment - standalone error fix
molotov cocktail gibs r/w - standalone error fix
Minor GenerateRoadTerrain tweaks
Fixed PathInterpolator.Resample issues that could lead to edge cases with weird looking, bent / stretched rails
merge from main and merge fixes
Merge Main -> Trainyard Update
Merging in the new locomotive driver position
Fixed trackSpeed not being explicity set to zero when a train sleeps. Fixes a rare edge case with wagon shunting.
re-exported locomotive player anim
Subtract changesets that changed how the TrainCarFuelHatches worked. I have a plan to fix this is a better way.
Added a Create Proxy Mesh button on the S2P component to quickly test what the baked down mesh looks like without runnig the full S2P
Added SceneToPrefabTag that can allow for forced inclusion/exclusion of renderes, as well as simplifying material arrays to exclude sub meshes
Only hide/show LOD components, not the full hierarchy (this will keep collisions intact)
Add graphics.StaticTileMonumentLod to toggle the new behaviour for performance comparison
Allow the TrainCarFuelHatches animation to finish smoothly instead of abruptly if the client tick stops
Add LODMasterMesh component that enables a single mesh for a monument and disables all child renderers at a given distance
Leave the core monument untouched and bypass the ECS rendering/loading process
Fixed offset prefab causing offset baked proxy meshes
Fix handheld boom box not working (broken in 73143)
Fixed locomotive monitor display no longer being visible (mesh changes)
Added missing molotov cocktail hold type meta file
TrainCarFuelHatches now uses the train client tick instead of Update()
Raycasts for lasers on client on job system
Hack around enough errors to get supermarket building static tile mesh
Merge Main -> Trainyard Update for the compile fix
Fixed server compile error in EnvironmentVolumePropertiesCollection, introduced in 73,199
Merge Trainyard Update -> Main
Merge Main -> Trainyard Update
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Fix typos in new aggressive lod convars
Tweaked LOD transition levels again
Added locomotive posters to LOD1 so they stay visible until LOD2
Adjusted locomotive LOD change levels. We can let it change a bit earlier
New locomotive dressing:
- Removed remaining RendererBatch script
- Removed all colliders
- Added a convex mesh collider for the box pile to the DetailedColliders
- Removed all LOD scripts and integrated them into the main LODGroup for the locomotive
dressed the locomotive interior,
removed batched renderer script - no more junk flying off
added some wiring
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Removed locomotive rear headlights, re-enabled the small white rear lights when travelling in reverse (with no spotlight).
Added missing meta files for molotov materials
Fixed nobuild zones in the new road tunnels
Disable printpos, printrot, printhead, printeyes & printinput commands
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Replaced "World Reflections" setting with two toggles in the experimental graphics settings: "Advanced Interior Lighting" and "Advanced Forest Lighting" which represent reflection quality 3 and 4
If both experimental options are disabled, the equivalent of reflection quality 2 is used (cubemap ambient light only considers the terrain and monument buildings)
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