122,158 Commits over 4,048 Days - 1.26cph!
Remove the ControlledBy field on LODComponent, doesn't seem to be needed anymore
Remove my DoPrepareAll method. This is in fact one already, not easily detectable as it works via reflection.
▍▍▄▆▅ █▍▊▄▍▉ ▄▄▋▍█▇▌ ▅▉▌▅▉▄▋▉ ▄▅ ▉▇▅▆▉▉▄ ▅▉▊-▇█-▅▇▍▇▌▉ ▌▄▇▍
Trees have FilterRadius = 2 to ensure some distance from rails
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius
█▄▍▉▋ ▌▉▅▋▌▇▊ ▍▆▌▉▄▍▅██▇▄ ▄█▊█▇▊▍▄ █▇█▍▍▄▊ ▌▋▌▉▆ ▄▇▍▌▍▄▉ ▇█▊-▄▄-▄▄▍▅▅▇ ▆█▋▌ (▍▇▉▆▍▉█_▅▇▉▍▅▄▋▉ ▌█▆▄▊▉ ▋▆▇▍▍ ▅█▊▇▉▄ █▆▇▊▆▋ ▅▄▌ ▇▆█▄▌▄ ▅▊ ▇▌▍▇ ▅▆▅▄▅)
Fixed gate external stone gates displaying incorrectly at a distance
Ensure environment / lighting parameters are updated after loading screens (to prevent outdated lighting until the player starts moving)
Merge Caboose -> Blackjack. I promise this is the last merge today.
Result of running DoPrepareAll on this branch
Fixes from running DoPrepare on everything. Why is it exclusively my stuff that needed it 😓
Cherry pick my DoPrepareAll method
Fixed my DoPrepareAll method not saving its changes - added EditorUtility.SetDirty
Added a static method to the Tools menu that runs DoPrepare on all BaseNetworkables at once
Fixed train wagon loot needing a DoPrepare as well + other fixes
Merge Caboose -> Blackjack again
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Caboose folder move, put it with the rest of the train stuff
Merge Blackjack -> Caboose, to fix blackjack compile errors
Moved all train cars to one parent folder. DoPrepare + manifest update for the new IDs (IDs are based on path)
Trains now share one TriggerParent prefab
Merge from modding_prefabs
Added glowing cubes (warm, cool, red, green, white)
Moved all tiled cubes to World layer (previously using default)
Increased culling distance for all tiled cube prefabs (may require some tweaking)
Additional tiled dev cubes
Drop HLOD texture sizes to 512
HLOD water treatment plant after merge
Iterating to reduce billboard effect
▊▄▋█▄ ▇▆▉█ ▇█▇▌▋▉▋█▊█▄▇▅▇█
▄▉▆▇▌▍▍
- ▄▌█▋██ ▅▄▊▇▉
- ▆▅▊▌█▋▆ ▋▄▌▍ ▅▊▄▉▌▊█ ▍▋▍▊
▆▋▅▊▍▉▅█▆ ▊▅ - ▇▉▇▍▉▌█▍▅ ▍▊▆▅ ▍▇▌▌ ▇▋▌ ▊▇█▅▍▅ ▌▋▇▄▄
Refined the lighthouse and added rust using vertex painting
dog animator & anim updates
simulation simplification