127,269 Commits over 4,109 Days - 1.29cph!
Filter by version tag when using cache
Moved loot open/close sounds to new IContainerSounds interface for easier implemenation, refactored existing implementations
Added support for loot open/close sounds to ItemBaseFlowRestrictor and DroppedItemContainer classes
Fixed duplicate open/close sound entries on Modular Car LIfts
Merge from prefab_optimisations/trainyard_merge
Applied UndergroundLODSwitcher to door.hinged.industrial_a_a and door.hinged.industrial_a_b (both used in train tunnels)
Null check around fxEngineOn
Fixed invalid textures for scene backup.
Additional physical camera sensor types (ALEXA LF + 35)
Disabled Play On Show on the locomotive exhaust as well
Disabled Play On Show on the FX
Add a new UndergroundLODSwitcher that switches the environment type of a LOD component to Underground if it is more than 15m below the terrain
Applied it to the elevator doors in train tunnels (prevents 5-10 skinned mesh renderers rendering from over 100m away when the player isn't in the tunnel, but keeps any doors close to the surface unchanged)
Set colour tints on the coaling tower FX
Hooked up coaling tower FX
Tint the wagon unloading FX dust differently based on the ore type
Trigger the wagon unload FX when unloading
Fixed locomotive small lights starting in on state with the locomotive off (prevLightVisualsOnState bug)
Show locomotive engine FX only when the engine is running
Added World central kitchen logo prefab for Charitable Rust 2022 event (custom map prefab)
- Subtracted
72739 (rotation only, keep darkness)
- Added variation between each fan's speed in LocomotiveExtraVisuals
Coal tower emptying tweak for new tinting purposes
Fix interpolation issues, more optimized updates...
Clear texture cache after destroying textures
Stick some NoInlining attributes on some properties in the World class so Harmony can get its hooks in there
fixed viewmodel bob taking too long to lerp out during ADS transition (re: hJune fail)
Trainyard Coaling_tower puzzle door now correctly resets
Setup playersBlockReset, playerDetectionRadius and reset time
Trainyard S2P
Locomotive roof fans rotate and have darkness behind them
█▊▍▄▄▉▆ ▅▇▆▆▆▍▍▇ ▄█▇▆▉▉▌ ▇▅█▅
▆▊▍█▅ ▉▇▄█▊ ▅▉▋▋▌▇ ▋▄▆▊▇▅█▄ ▄▋ █▉█ ▉▇▋▊ ▍▇ ▊▅▍ ▅▋▌▍, ▉▊ ▌▌▉▉▋ ▅▅ ▆▍▋▋▄▆▍▇ █▄ ▌▉▌ ▇█▌▌
▇▆▅▋▍█▌█▉▋ ▅▆▆▌▌▇█▄ ▋▍▅▆▇▆▊ ▋▊▍▇▊▆█ ▄▊▆ █▍▇▆█▍ ▇▉ █▋ ▄▅▅ ▄▆█▆▊▍ ▋▄ ▌▍▄▆.
Fixed prefabs of the marketplace
Application of FX/Lighting to the locomotive (slight logic bugs atm)
▌▋▌█▊▍▍▊ ▄▅▄▌▌█▆
▅▅█▆▇▅▅▌ ▅▅▆▊▋▅▍▄ ▋▅▍ ▇▉▊█▆▄▉▉
▄▋▊▄▇▄ ▅▊▋█▆
▍▌▋▍▋://▇█▇▅▉.▄▅▆▋▍▄▊█▊.▅▅▌/▉▅▄▉▄▌▉▊▉▆/▊█▆▄▊▉▍▅/▋▊▇▄▍▊▇▆▇▄█▅▄▆▄▄▇▊▌▆▆▊.▋█▄
basic backup/move out way functionality
Fix pet bar size after merge from main
cherrypicking async_loading_2 - disabled by default
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