135,933 Commits over 4,444 Days - 1.27cph!
Fixed some missing structures in water treatment plant
Don't show caboose/wagon/etc health when on the caboose/wagon/etc
LightGroupAtTime now supports renderers with multiple emissive materials
Merge from halloween2022/mine_tnl_pooling
Fix deployed boom boxes throwing errors during demo playback
Setting up caboose lights. Fixed some candle and blackjack lights that had ended up in a different location to their objects
Renames for clarity
Fixed arm meshes not being marked as update when offscreen
Light switches in caboose, not hooked up yet
Fixed splitting not working as expected, and added additional UI for seeing your split cards
manifest update - fixes skulltorch broken in the editor since
75526 rename
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Test map tidy up after merge
Don't allow full underwater effects in scene view, default setting on camera.
Remove prefab overrides in GameUI messing with the easter event UI
Remove RequireComponent from GhostSheetSystemSpaceUpdater, not really necessary and it makes prefab preprocess complain
Custom collider component support for BurstClothHitboxCollision
Allow specifying a transform to use for determining the up axis for cloth collision projection
merge from npc_ragdoll_clothing_fix
particle shader additions for petur
Add global.hideinteracttextwhileads, makes the interaction text (eg. "Open Door") mostly transparent and moves it down the screen to keep it out of the way of the crosshair while in ADS
Death screen icons and text for all the train cars
Added Caboose to the train population spawn list
Merge Blackjack -> Caboose
New stack limit option for AddItem. Allows stacking more of an item to existing items - needed for blackjack payouts that put the player's stack beyond the usual max stack size.
End the round properly if the player has blackjack + code formatting
Remove editor only framerate cap debugging
Rework how we store the framerate cap to fix some issues with the menu cap
Halve the time between Blackjack rounds
Fixed missing legs on small oil
Fixed payout rules, add a rule about aces when doubling down
Don't hide the card when doubling down. It seems that most places do it face up, so let's do that too, it's simpler as well
Added Turn On and Turn Off inputs to the strobe light and fog machine (toggle inputs are unchanged)
Scientist NVGM
model
textures and materials
LODs
Basic prefab setup
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Add a UseLocalGravity field to BurstClothHitBoxCollision to allow turning off automatic gravity orientation
Rearranged turret TargetScan() to early exit before raycasts