121,273 Commits over 4,018 Days - 1.26cph!
new trophy model and textures
Merge Main -> Trainyard Update
Fixed compile error in FlameExplosive.cs (build only, was OK in editor)
merge from /July_Staging_Wipe
subtract molotov_cocktail
Improved the error when SpawnPopulation finds something missing. Catch NREs
Added world reflection quality 4
Merge Main -> Trainyard Update
Enable head look for locomotive driver
Adjusted coaling tower vacuum LOD distance to match the main tower (so it doesn't disappear early)
Fixed coaling tower vacuum animation playing when the vacuum first comes into view
Slow down shunting a bit faster, don't make them wait
Fixed some problems with ladder volumes (ore and fuel wagons)
Worked out a simple way to have the wagons slow smoothly at the end of shunting, instead of an abrupt stop
July_Staging_Wipe to Main
merge from Trainyard_update
merge from molotov_cocktail
Add support for loading radio stations from the manifest metadata for mid-month updates
Added some toasts that show and explain the issue if a player tries an action at the coaling tower, but it fails
Merge from genetic_vending
Fixed instantMove causing rotation issues in some situations
Fixed too-small entity bounds on the locomotive
Fixed newly spawned trains checking SpaceIsClear at their spawned position, rather than the position that they snap to on the tracks. Prevents stacking trains in one spot, which became possible with the newly extended maximum spawn distance
Line endings (formatting only)
Made trains less fiddly to spawn on tracks. Look 15m out instead of 5m
Fix hopper ore animating and changing material when emptying fuel (regression)
Adjusted locomotive driver eye pos to better match the new sitting position
Limit sale amount of plant clones to prevent purchasing unadvertised genes
(eg. red berry clone stack a has genetic XYZx2 and red berry clone stack b has genetic ZYYx3, the maximum purchase in one transaction will be the stack size of the clone that is advertised in the vending UI)
Molotov cocktail viewmodel sounds
Hopefully fix island billboards spawning too close for real this time
Temporarily disabled the emissive on the molotov cloth mesh fire scroller, since it shouldn't be ignited by default
Replaced the old cringe molotov ground fire placeholder with a new marginally better but still cringy ground fire placeholder, god bless.
Merge Main -> Trainyard Update
Note: This merge had an evil twin conflict on the coaling_tower_fuel_tank folder, caused by 72,896. There was nothing in the folder on Main except for some subfolders, so I've used the version from this branch.
Flashbang sounds and deafening
Moved molotov fx temp files into a new subfolder to declutter /effects
Fixed "Unloading while shunting a workcart under it, breaks the vacuum/unloading"
Molotov ground progress backup
Set up locomotive driver in new seating position
Fixed items not going into slots
Fixed error when opening non-furnace
Fixed locomotive not saving