244,057 Commits over 3,898 Days - 2.61cph!
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Added backlit signs to stops
Tweaked sign materials
Saving tool presets now only occurs for the changed preset group, not all of the preset groups
Fixed a compile warning
Try to send entity RPCs only to players that have the entity in their PVS
Fix baked diffuse lights not appaering
Disabled long flares on all corridor/stairwell lights
Reduced LOD distance on fill lights
Dressing/Cover pass on the tunnel entrance scene
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
Added TerrainFilter to Compound monument to ensure it no longer spawns in Arctic / Snow
Fix cascade shadows dissapearing with low FoV
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
removed radiation from road side substations
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
halved culling distance on corridors/stairwells modules
Added black/white variants of the backlit signs
Tweaked text size/position on monument name signs
Various other sign tweaks
Move SkyAtmosphere to it's own classlibrary
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Revert previous changeset due to bug
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
Removed postit note (again?!)
included headlights in export.
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.
Trying out some more ways to bypass hold/deploy animations
Server list now defaults "Show Empty" to off
Server list "Show Empty" filter will now ask Steam to do the filtering
Server list favorites and history tabs will now always show empty servers
Side effect of this change is toggling will refresh the community and modded tabs to get the filtered servers
Improves server browser usability by not wasting time on empty servers unless needed, so more active servers show up by default
Also made the server tags look better
Added three slot machines to bandit town
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
Fix not logging scrap spent on failed spins
Pulse emission material after a win
Added ability for trains to destroy barricades by pushing on them
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Slots emissive effect 2/2
Reworking slot machine mats/textures to support emissive 1/2
Add:
- float Entity:GetAnimTimeInterval() [CBaseAnimating]
- void NPC:SetMoveVelocity(Vector vel)
- void NPC:UpdateTurnActivity()
- bool NPC:HasObstacles()
- bool NPC:AutoMovement(float interval, Entity target = NULL)
I tried to improve the TunnelDweller AI but made it worse for now
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Fix artifacts on the train tunnel overlay
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
Rework the map rendering so we can specify the renderers to use (because the 4-way intersection is set up differently)
Fix map views showing dark mode when they have it disabled
If a workcart explodes, kill the driver.
Hammer: Model Browser now scrolls to the selected model