121,455 Commits over 4,048 Days - 1.25cph!
Never run asset warmup in the background on PCs with 16GB of RAM or less
Ignore assetWarmup = true if warmupConcurrency is <= 1 (pointless combination)
Disable "g" map
Disable respawn map
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Properly list nearby islands on the zone map
anotha one (still missing some stuff)
source/target nav type checks, added debug spam
Pushed some sphere tank LOD distances further to reduce pop-in
Added a spec map for the sphere_exterior_LOD material
tweaked liquid material values, removed old unused textures and materials, set up view and world model liquid values, removed vertex alpha flame on wrong bits of cloth
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Removed some unused code, prep for detecting target location type
Include TargetEntity as a string, not a uint
merge from /misc_fixes_july22
Show genetic code when purchasing plant clones via a vending machine (in-person or via drone)
Fixed locomotive triggerparent not extending far enough to jump between engines
Reworked radio streaming LOD system to fix connected speakers playing distorted audio if player leaves range of root boom box
Improved audio sync when playing radio through multiple connected speakers
Do the same fix for CardGameController
Fixed the coaling tower vacuum stealing a little ore if the output was not entirely full, but was near full, and additional ore was extracted from a wagon
Avoid NRE in a very specific case where the train car is decoupled while another is lined up to unload
Extended the locomotive coupling points a little further out from the main model
Do not allow dropping content into items that are inside locked containers (e.g. adding water to a water jug inside a locked container).
Fixed NRE in StopSounds if wagon was destroyed while unloading
Update the loot crates when the loot wagon is unloaded, to not say the bit about taking it to trainyard
WIP connection point details on the nexus map
Fix look rotation is zero messages more
Fix ferry only wanting to travel to full servers
Don't show Open interaction from the wagons anymore once they're empty
Prefab to make lines that connect between each slot
Changed some locomotive and workcart cabin lights to be based off whether the engine is on, instead of the headlights state
Hooked locomotive cabin lights up to headlights as well
Enabled GPU instancing on light mats, set up locomotive instrument panel emissive to turn on/off with headlights
Increased maximum length of replicated string variables to 1024 characters, will allow 4x as many server assigned radio stations
Increased size of radio station picker UI
basic setup for flash effect
Merge from modding_prefabs
Unloadable start/end sounds
Fuel wagon hatch sounds
Fixed NRE on OrePalneRenderers
Re-enable TargetEntity in Feedback reports
Set up the updated ore hopper FX
hooked up flashbang effects/sound
Flashbang boom draft/placeholder
flashbang logic and line of sight checks
reduce flash effect if air bursted
reduce flash by 75% when looking away