121,367 Commits over 4,018 Days - 1.26cph!
More material base scaling fixes. Additional tile and concrete prefabs
Added plaster tiled cubes
Additional tiled cube variants for cloth (carpet) and tiles
Fixed base scaling on tiled cube materials
Replace HttpImage with inline image loading logic to handle loading/missing states better
Add tab buttons so the map can be switched between nexus and server maps
merge from hapis_conversion
Fixed the missing notch on cliff_tall_pinch_b LOD3 for player cover at higher distances. Doing so on LOD4 should not be necessary.
Created bespoke gibs for train_wagon_loot
Updated train_wagon_fuel_tank gibs
Updated prefab scripts
remaining new gunshots incl. silenced shots
Enabled crunch compression on some textures in the vehicle folder
removing a bunch of unused stuff :DDD
Enabled crunch compression on some textures in the nature folder
Added the 3 new monuments & surrounding spawns back in again.
fixed issue where the first shot fired while beginning ADS would still play the non ADS fire animation obscuring the camera
sped up SAR deploy duration/animation
slightly increased m39 fire rate to match SAR
adjusted m39 recoil
toned down m39 ADS punch
Remade brick_wall_c textures and masks
Changed brick wall and plaster textures to 2k and crunch compression
Enabled crunch compression on textures in the props and structures folder
merge from hapis_conversion
Merge from modding_prefabs
Shader normals fix. Updated materials + greybox scene
Hapis scene file from
71607
Merge from modding_prefabs
Merge from interaction_sounds
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Merge from global_lighting_tweaks
Merge from Trainyard_update
Equalized interior brightness between all reflection qualities
Fixed some visuals not updating until moving when changing reflection.quality
Fixed locomotive light material errors after the model update
Fixed fuel wagon gibs. Manifest update.
merge from hapis_conversion
continued Hapis troubleshooting - del newly added monuments for testing
Lifted the cowcatcher/pilot/bumper up so it's not scraping the tracks
separated front lights out from the rear lights
scaled the control panel monitor to be 5:3 so it's easier for ui implementation
updated train prefab, hoping i dont break anything
Finished setup - fuel wagon now fully functional. Output goes into the red tank.
Make an invisble version of the door manipulator to use in monuments where it's not visible (removes a renderer/shadow caster on each floor of a train tunnel entrance)
Elite crate interaction sounds
Interaction sounds for small loot - tech/vehicle parts, medical, tools, fuel, food and ammo crates.
Open/close sounds for hackable crates, minecarts and normal + basic crates (using existing audio)
Remove socket gameobjects from static deployed entities (xylophone, scientist sentry, bandit sentry, rf broadcaster, piano, drumkit, chippy machine, cctv camera and computer station)
Strip IK transforms from server on mountable instruments
Some variation in the hatch anim
Hatch animation is bouncy instead of linear. Refactoring.
Disable shadows on LOD1 of all train tunnel signs
Basic automatic hatch animation for the fuel wagon
Fixed missing MeshCull scripts on red industrial door handles (door.hinged.industrial_a_a and door.hinged.industrial.a)
Disable shadows on LOD1 of the train tunnels call elevator push button
Disable shadows on LOD4/5 of static computer station and removed an unneeded client side mesh collider