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Refreshed Prefabs.txt and Prefabs.unity for the SDK
Monument markers fall back to root game object name when phrase is not set
Added assets/bundled/prefabs/modding/monument_marker.prefab for custom map monument markers (displayed name is taken from the PrefabData "category" string)
updated crane textures, fixed bad merge on crane prefab
Add support for promoting players to team leader from the app
Better train driving, still a bit bumpy but improving
update crane interior rig / lod
Show a warning in the skin inspector if a skin has a duplicate ID and display the next available ID
Get the train driving on the track manually again, along with the snap-to-spline. Not working very well, will probably need to change how this is done
Show a button to fix prefab and viewmodel names on Skinnable asset
Merge from demo_toggle_nvg
Fix NVG being turned off whenever a player changes clothing during demo playback
Added /hidden_changes.conf to the global ignore list, allowing for locally hiding changes to specific files or directories
Ignore phone and midi client folders in plastic
Train track friction edit
enabled overcast weather type chance 0.1 again
Added distance fading to foliage shader
merge from /clothingfixes
merge from /Picture Frames
moved speed/accel/turnspeed to BaseNavigator.
stats.
steam item checks - ready for Steam setup
Disabled async Steam callbacks, tick them on the main thread instead
Ground plants translucency tweaks
fixed allowing deployment of water purifier inside cauldron
Created better trail connections to excavator monument
Updated gravel piles
allow deployment on repairbench
merge from codelock_backspace
merge from skull_spikes_pickup
merge from respawn_button_spacing
Added an option for phone booths to append their grid code to their name (eg. G4, C2) so we can place them at monuments that are placed multiple times (like gas stations and super markets)
Tuned PID values, removed wheel friction
Initial work on allowing real physics on the train while also keeping it on the track in normal conditions. Apply PID controller-style corrective forces
Basic AI control to fly to a position