121,280 Commits over 4,018 Days - 1.26cph!
Fixed crosshair not appearing when first person spectating
Fixed unloading point. Signals lights are now functional.
Started to integrate the unloading system with the real coaling tower
Add support for "verticalOverflow" on text components, supports "Truncate" (default) or "Overflow"
Make default focal length 50, defaulting to 0 looks bad
Optimize IsServerBanned & remove debug code for versionTag
Expose physical camera settings to convars (admin only):
client.camphysical
client.camPhysicalFocalLength
client.camPhysicalSensor
client.camPhysicalSensorTypes
Add midiconvar.reloadbindings to refresh midi bindings if they have been changed in a text editor at runtime
Reattempt merge from misc_fixes_june22 + additional fixes
Light switch entity prefab
Updated light switch mesh
Light switch mesh and textures
Better environment volume setup for office_bld_a and watch towers. The doors facing the exterior will now have the building volume instead of building dark
Require multiple ping samples from the server before showing the ping warning screen so it is more reliable
Fix ferry stuck at dock after spawning in automatically
Merge from modularvehicle_presets
Fixed ContainerMaxStackSize being client-side only.
Added support for the Error Text special case to the hudcomponent convar
Updated material settings for the coaling collector
Fix skin id's on item sprites not loading if the id was greater than int.MaxValue
Skin images are now loaded correctly via async when using worklshop id's
Add a menu option for testing (Debug/CUI/Load Custom UI)
Removed missing prefab from bush_dead
Removed three missing prefabs from the Trainyard "coaling tower" (they all seem to be integrated into the main model now).
Fix fog overlay effect from smoke grenades not working correctly when spectating
If debug camera is enabled the fog effect will now use the debug camera position
Fix smoke effect not updating if timescale is 0
Allow ridable horses to bypass the clipping check when mounted to an elevator, fixes horses not parenting to elevators since
65146
Removed some unneeded transforms in the elevator_lift client hierarchy
Wagons animate ore scale instead of y position
Fixed configuration for car_2mod_08 preset
Admin spawnable modular car prefabs - includes presets for 2, 3 and 4 mod setups. Each spawn with full health.
Give Prefabs.cs its missing Meta file
Merge Main -> Trainyard Update
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Fixed discrepancies between maximum wagon interaction distance and loot UI distance
ItemContainer AddItem can now optionally respect max stack size, both for the item and for the container itself. Trains cars use this to fill correctly. Also fixed ItemContainer GetMaxTransferAmount returning 0 if stack size was unlimited.
Fixed NRE when using a mixing table with an extra item in the ingredients placed with an empty slot between it and the actual ingredients
Mixing table will no longer be able to start in the above case (only affects low grade recipe as all other recipes use 4 ingredients)
Allow the player to see the loot in a loot wagon, but not take it out