121,835 Commits over 4,048 Days - 1.25cph!
merge from hapis_conversion
Reverting chinook oil fix until the wipe patch.
Coaling tower collector update (preview)
merge from combat balance changes
Networking some wagon unloader data. Make sure wagons are lined up correctly, not just in the trigger. New unloadable train car (with a placeholder model for now).
Unsaved changes (mixed -> force text project override)
Basic setup. Train wagon unloader is an entity and detects which wagon is underneath it.
Instead of no blood splatters when the blood option is turned off, show white splatters
Add 'listvendingmachines' command to server
Hide map name in server browser when streamer mode active
"Hurt Flash" setting in the game options now also enables/disables the camera punch effect when taking damage. Updated the option's tooltip to mention the view punch.
Temp train unloader early WIP
changes*
retired recoil version convar
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Merge Main -> Trainyard Update
EngineUI and underwater_lab_glass, committing the editor's changes
- Fixed locomotives destroying themselves when colliding with a static barrier
- Test map edits
merge from hapis_conversion
Batch of Wipeless fixes:
Oil chinook, MT lighting, softcore spawns, boat spawns and more.
Merge 🚆 -> Trainyard Update
Torches will despawn quick, backpacks take into account correct despawn time, added `itemdespawn_quick` to configure quick despawn duration (30s)
Fix softcore occasionally not dropping items & don't drop reclaim bag if empty
merge from combat balance changes
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Only filter text when Steam is initialized (benchmark fix)
Coaling tower collector update, preview.
Fixed roadside decor sometimes spawning too close to rail
Updating Steam server libraries (Steam networking fixes)
DLSS is temporarily forced off (causing performance issues with Unity 2020)
Various improvements when connecting monuments to the rail network
Better tangent calculation for PlaceMonumentsRailside
Merge 🚆 -> Trainyard Update (spawn pop reverts)
Merge Main -> 🚆 (revert spawn change, etc)
Subtract numToFill change
Magic number tweaking (this is awful, will fix later)
Moved trainyard prefab to railside monument folder
Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
Added rail connection points to trainyard
Merge 🚆 -> Trainyard Update
Added trainyard temporarily to my test map