124,659 Commits over 4,171 Days - 1.25cph!
Changed interaction sounds for wagon storage + crates and coaling tower storage.
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
New particle FX now behave correctly.
- Added stopOnEnable option to ParticleSystemContainer and set it to true on all the new FX
- Re-enabled all the ParticleSystemCull/ParticleSystemLOD scripts
- Removed my additional Stop() commands in init
Update island positioning so it should clamp itself within ValidBounds
Adjust island prefab so the triggers don't spawn closer than expected
Don't show the ocean transfer message on the HUD if the position the player is heading for is out of world bounds
Prevent SocketMod_Area from colliding with itself (fixes windmill floating on top of wall)
Removed engine front left/front right ladder objects
Fixed locomotive engine smoke not playing
Merge Main -> Trainyard Update
fixed flashbang vw materials, still very much wip
merge from thrown_weapons
vm molotov cocktail - 1st pass anims, animator, viewmodel prefab
Change debug logs when a transfer destination position couldn't be found to warnings (down from errors)
Only show the warning that nexus island couldn't be found for a ferry in editor
Scale the fallback transfer destination with island spawn distance to not spawn behind them
Update ferry sphere cast so it can collide with triggers tagged FerryAvoid
Powerplant lighting and light switches
Tweaked a few materials
Scene2prefab
Store lowest ping in local sqlite cache
Fix task concurrency again
Avoid passing zero vectors to Quaternion.LookRotation in ferry
Update math to determine island billboard positions so it hopefully lines up with the maps now
removed refract material on molotov - also doesn't work in viewmodel. added Flashbang, working on glass materials
New lightgroup for the 'stopped' state.
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
Locomotive instrument panel does a little lightshow when you couple with a new wagon.
Also small texture tweaks to facilitate it.
Support for multiple fish types
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps
Fix the nexus.transfer command taking the ferry with you when on a ferry
Added a quick shader for testing, rendering, wrapped settings.
changed molotov cocktail to no longer use the liquid material as it wasn't working with motion blur, and have set up a refraction material to replace it. UV and mesh tweaks, and rebaked out normal map to fix a reflection pixelation bug, removed backfaces mesh
Disabled all particle system LOD scripts on the new FX for now. Need to work out a way to make this play nicely with Play/Stop before we re-enable them.
Fixed the unloading indicator on train engine monitors not showing if the index was zero
Always animate the locomotive fans. All the exceptions (spectate, debugcam, demo etc) were getting more complex than just always animating
Fixed wrong pressure gauge readings when locomotive is off
Fixed locomotive fans and gauges not animating in demos
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merge from cui_texture_cache
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Reference the crates on the loot wagon via EntityRef
Drop loot from loot wagon unloadable crates if the wagon is destroyed, but only if the gravel has already been removed
Fixed loot wagon crate visibility bug
Cease unloading if the fuse is removed during the unloading process
Don't light the interior coaling tower lights if it's not powered (fuse)