121,577 Commits over 4,048 Days - 1.25cph!
Disable the ore plane gameobjects when the transform scale is at zero (less efficient than disabling just the renderers, but since there are multiple LODs this keeps it simple)
merge from MoreTrainFixes
Made a new Radio tester editor window (Window>Tools>Radio Tester) that can check all included radio station URL's with a single command
Merge MoreTrainFixes -> TrainWorkContinued
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Updated slots to match new interface
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Prevent players moving items into output slots
Nuclear missile silo greybox and scene
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toggled generate mipmaps on molotov icon
re-rendered molotov icon without flames
removed shadow proxies from garage doors, use renderer
Fixed flickering decals on tower (depth bias issue)
import settings fix for coaling tower colliders
Same thing for RendererGrid and WorldGrid
Faster trivial reject for LOD cells
Remove placeholder bed changes
Can add arbirary convars to gamemodes
Run convars when the gamemode is created
Picked out Matt's fish updates
Added traincar.decayminutes and traincarunloadable.decayminutesafterunload convars for decay times
Fixed not being able to enter the locomotive's rear door on upward inclines
Fixed wagon unload animation not ending if the wagon moved away from the vacuum while being unloaded
Additional null check in SpaceIsClear. Fixes NRE when a train spawns inside a collider which isn't an entity
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Improved wagons flying away too fast when uncoupled, or after collisions
Fixed two situations where train cars would end up with the reverse of the speed they should have after coupling or uncoupling
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MeshCull components now get culled correctly when inside of a HLOD volume
Test map update for testing coupling/uncoupling forces
Fix some cases of occludee shadows remaining enabled after HLOD has beocme active
Fixed NRE spam if a train car was uncoupled while the last car in a moving train was passing under the unloader
locomotive engine & movement sounds
If the current train car is unloadable, but not quite lined up right, and if it'd need to move in the specified shunt direction to be lined up, then line up the current traincar instead of moving right over to the next one
Merge WagonDecayChange -> Main
Reset decay time after unloading happens
Update MonumentBenchmark with just the three testing monuments
DON'T do the faster decay on the loot wagon
Remove the usual couple-engine decay rule if the unloadable wagon is empty