121,367 Commits over 4,018 Days - 1.26cph!
Disabled Play On Show on the locomotive exhaust as well
Disabled Play On Show on the FX
Add a new UndergroundLODSwitcher that switches the environment type of a LOD component to Underground if it is more than 15m below the terrain
Applied it to the elevator doors in train tunnels (prevents 5-10 skinned mesh renderers rendering from over 100m away when the player isn't in the tunnel, but keeps any doors close to the surface unchanged)
Set colour tints on the coaling tower FX
Hooked up coaling tower FX
Tint the wagon unloading FX dust differently based on the ore type
Trigger the wagon unload FX when unloading
Fixed locomotive small lights starting in on state with the locomotive off (prevLightVisualsOnState bug)
Show locomotive engine FX only when the engine is running
Added World central kitchen logo prefab for Charitable Rust 2022 event (custom map prefab)
- Subtracted
72739 (rotation only, keep darkness)
- Added variation between each fan's speed in LocomotiveExtraVisuals
Coal tower emptying tweak for new tinting purposes
Fix interpolation issues, more optimized updates...
Clear texture cache after destroying textures
Stick some NoInlining attributes on some properties in the World class so Harmony can get its hooks in there
fixed viewmodel bob taking too long to lerp out during ADS transition (re: hJune fail)
Trainyard Coaling_tower puzzle door now correctly resets
Setup playersBlockReset, playerDetectionRadius and reset time
Trainyard S2P
Locomotive roof fans rotate and have darkness behind them
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Fixed prefabs of the marketplace
Application of FX/Lighting to the locomotive (slight logic bugs atm)
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basic backup/move out way functionality
Fix pet bar size after merge from main
cherrypicking async_loading_2 - disabled by default
Merge from prefab_optimisations
Set aggresiveShadowLod and aggressiveShadowLodWearable convars to true by default
Possibly fixed the keypad multiple lod warning during startup
Missing interaction sounds
Add graphics.reportparticlesystems
Merge Main -> Trainyard Update
Merge CoalingTowerIO => Trainyard Update. Protocol++
New security door type for the coaling tower, that doesn't show the user interaction
Mostly got the keycard door thing working correctly
Don't allow use of the coaling tower buttons if the fuse isn't in. More IO setup
Cull the moon pool water surface at 200m
Mark train tunnel dwellings and loot strips as OnlyVisibleUnderground, prevents a variety of meshes from rendering when the player is on the surface
Hooked up IO to the coaling tower buttons
Visual ore level set is needed on the server as well, for the collider
Fixed double-ups and other trouble with sub-entities on wagons and on the coaling tower
Fixed bugs with percentDrag in the friction calc