121,667 Commits over 4,048 Days - 1.25cph!
Updated static train wagon meshes, textures and prefabs
Added colour variant materials for train wagons
Set up the game client's connection to the nexus API (via NexusClient)
Fill in proper zone names on the sleeping bag buttons and island transfer HUD message
Loco fx/light prefab backup
- Replaced mesh in trainyard scene with prefab to get further updates automatically
- Updated vacuum tube anims
- Added triggers for animator & state changes
- Added vacuum tube to vacuum machine prefab
Tidying up material properties
Merge harmony_qol into main
Tidied up transition range material properties
Porting previous PlaceMonumentsRoadside and PlaceMonumentsRailside improvements to PlaceMonuments
Parameter tweaks for further modest load time savings in the editor and on the server
PlaceMonumentsRoadside is much faster in certain use cases, like tunnel entrances (saving 50s+ in the editor, but only runs on server so won't improve client load times)
▄▆█▉▇▌▌▊▉ █▆▉▉▆ ▇▌▊▆▌▍▄▋
▅█▆█▌▍ ▌▍▌▍▊
GenerateRailLayout is better at finding valid connections
Various PlaceMonumentsRailside and PlaceMonumentsRoadside improvements
iron_ore and sulfur_ore texture sets for wagons/piles
Coaling tower collector LODs & Colliders
Add a mute toggle and a report button to the player info on the contacts screen
Bring back the 15% wagon spawn bonus since I reverted my spawning fixes
Default to port
28015 when using "connect hostname.com" (dont need port on end)
"benchmark_demo {demo} {runScenes}" will skip benchmark scenes by default
Moved BuildingBlock.ChangeGrade() to #server
Added "benchmark_demo {demo}" command to bench any demo
Update FP.Nexus
Rename zone Name -> Key
Fix nexus initialize failure in editor leaving the DB file open forever
Fix issues with the getNexusAth rust+ rpc
spas12 remake
remodelled spas12
textures and materials and initial prefab setup
"listvendingmachines" command didnt codegen before
Added "harmony.unload {name}" and IHarmonyModHooks to use loaded / unloaded hooks
Ability to load harmony mods after startup with "harmony.load {name}" command
Don't mark the player's appKey as private so they can retrieve it from the nexus directly
Remove the app key from pairing data
Remove redundant playerId field in getNexusAuth
Free stringbuilder back to pool
Reduced GC of QuoteSafe & ConsoleSystem.BuildCommand
vacuum tube 1st pass anims and anim controller
Adding a variant of the kinetic wheel entity that contains only the wheel part
Added train signal lights outside and inside the coaling tower building, as well as the mainframe interactive buttons (wip)
big button compact variant with arrow mask texture for directional functions
Fixed mountain goat ores once and for all by now running Hapis-specific spawn tables for them, like we did in the old days.
Fixed up close cliffs potentially double rendering. Tiny extra FPS maybe.
Adjusted the world colliders on TrainWagonUnloadable because triggers hate GameObjects with multiple colliders on them (they get multiple entry and exit events for what looks to the TriggerBase like the same thing)
Fuel tank and scrap bin collector update
Fixed lined up flag setting
More unloading code changes. A better general setup