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Trainyard Coaling_tower puzzle door now correctly resets
Setup playersBlockReset, playerDetectionRadius and reset time
Trainyard S2P
Backup 2022/07/20 15:50:00 UTC
Fixed Pulley constraint not respecting break limits
Locomotive roof fans rotate and have darkness behind them
Added colour materials
nail and grenade projectile models
Nails Lightning and GL ammo models
Tags on ammo
Rail ammo pickup
Updated Rocket ammo and projectile model
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Fixed prefabs of the marketplace
Application of FX/Lighting to the locomotive (slight logic bugs atm)
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Audio changes
* Remove view entity sound bias, always 12u in front without the pitch issues
* Update carpet materials to use carpet surface
* Update concrete materials to use concrete surface
* Base reverb volume reduced drastically
Remove view entity sound bias, always 12u in front without the pitch issues
Update carpet materials to use carpet surface
Update concrete materials to use concrete surface
Base reverb volume reduced drastically
TreeNode supports tooltips
Tweak GameSelectorDialog
Fix up Hammer/EntityTool
PanelList supports hovering
Add tooltip padding
BaseItemWidget.Clear
Hover state for BaseItemWidget items
Disable stage icon generation on old GPUs
Disable cancelling loading between stages in a speed run !release
basic backup/move out way functionality
Fix Rect blowing up the world when json serialized
AssetBrowser uses new treeview
Backup 2022/07/20 09:50:00 UTC
Fix pet bar size after merge from main
ceiling light - set to static
fire exit - made static
Merge branch 'master' of sbox
Allow BaseItemWidgets to take their selection dynamically from another source
Treeview, expand path to object logic
Changed Utility.Inspect to Utility.InspectObject
Panel List uses new TreeView
https://files.facepunch.com/garry/92708d08-2b8c-4506-9893-d030c102fb7b.png
cherrypicking async_loading_2 - disabled by default
Delete old tree, datamodel stuff
Split some of ItemListWidget into BaseItemWidget
Create TreeView.cs
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
Endpoint configuration
Don't generate these keys for these, we set them explicitly
Consider fk constraints to allow new schema creation
Refresh blob upload endpoint
Backup 2022/07/20 03:50:00 UTC
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
Fix scaled map coordinates having the wrong sign on one end
Adjusted the coaling tower unload friction