121,395 Commits over 4,018 Days - 1.26cph!
Merge from modding_prefabs
Merge from interaction_sounds
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Merge from global_lighting_tweaks
Merge from Trainyard_update
Equalized interior brightness between all reflection qualities
Fixed some visuals not updating until moving when changing reflection.quality
Fixed locomotive light material errors after the model update
Fixed fuel wagon gibs. Manifest update.
merge from hapis_conversion
continued Hapis troubleshooting - del newly added monuments for testing
Lifted the cowcatcher/pilot/bumper up so it's not scraping the tracks
separated front lights out from the rear lights
scaled the control panel monitor to be 5:3 so it's easier for ui implementation
updated train prefab, hoping i dont break anything
Finished setup - fuel wagon now fully functional. Output goes into the red tank.
Make an invisble version of the door manipulator to use in monuments where it's not visible (removes a renderer/shadow caster on each floor of a train tunnel entrance)
Elite crate interaction sounds
Interaction sounds for small loot - tech/vehicle parts, medical, tools, fuel, food and ammo crates.
Open/close sounds for hackable crates, minecarts and normal + basic crates (using existing audio)
Remove socket gameobjects from static deployed entities (xylophone, scientist sentry, bandit sentry, rf broadcaster, piano, drumkit, chippy machine, cctv camera and computer station)
Strip IK transforms from server on mountable instruments
Some variation in the hatch anim
Hatch animation is bouncy instead of linear. Refactoring.
Disable shadows on LOD1 of all train tunnel signs
Basic automatic hatch animation for the fuel wagon
Fixed missing MeshCull scripts on red industrial door handles (door.hinged.industrial_a_a and door.hinged.industrial.a)
Disable shadows on LOD1 of the train tunnels call elevator push button
Disable shadows on LOD4/5 of static computer station and removed an unneeded client side mesh collider
Unloadable fuel wagon WIP. New prefab, script, updated colliders.
Removed hardcoded Z/C/Y keys managing debug camera zoom
Added debugcamera_zoomin and debugcamera_zoomout bindable buttons
Added debugcamera_raise and debugcamera_lower bindable buttons, if these are bound then the debug camera will use this instead of the hardcoded Q/E
Merge from adminpanel_ugc
Merge Main -> Trainyard Update
Fixed performance degradation when examing a pattern boomer within network range of the admin
Manifest build for wagon changes
Set up the updated loot wagon, removed my temporary content
Fixed sign images getting smaller every refresh
Fixed photo frame content not getting deleted properly
Made sunrise/sunset slightly less red and more natural
Tweaked arctic biome color filter to compensate
Slightly tweaked environment quality ambient multipliers
Made moon size more realistic (set it to 1 instead of 2.5)
Simplifying the meshing scheme.
Right click into furnace, images & code for bbq and fireplace
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manual path following test
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some material tweaks along the way
Enabled crunch compression on higher resolution textures in the Generic Textures folder
deleting obsolete texture