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Better saving + export. Jobified the monument transforming code.
Added vertex shading to LOD3's for
Assets\Prefabs\Food Assets\Content\Structures\rocket Assets\Content\Structures\Train_wagons
Added some extra level LOD's for some assets.
Launch site rocket_wagon baked LODs
[D11] + Structures\launch_site_floodlights updated to new LOD system
Dump Truck B fixes.
Excavator cables don't shadow because ugly w/volumetrics.
Cleaned excavator_yaw.prefab
[D11] + structures\launch site assets converted to new LOD system
near complete set of LOD meshes for Structures\Roads
Digger vehicles & dump trucks.
More excavator materials.
Scene backup.
Fix soft closing not being used as of the last commit
Call OnError for write errors too
Always call the SendBytes callback - pass a bool indicating if it worked or not
[D11] Assets\Prefabs\ComponentItems LODs
[D11] Replace LaunchSite lift's skinned mesh renderer with a standard one
[D11] + Structures\house ruins converted to new LOD system
[D11] + Majority of prefabs in structures/Harbour updated with new LOD system
[D11] LODs for Assets\Prefabs\IO
Launch site rocket elements baked LODs
Fix WebSocketConnection.Close possibly being ignored when a socket read fails
Excavator prep & mat fixes.
Remove default console logging
Only call LogAction if that level is enabled
Allow LogAction to be null
[D11] Return to title screen when services unavailable
trashbag_pile_a has baked LODs
watchtower_a has baked LODs (is quarry wooden watchtower and also deployable)
Fixed core graphics of custom stages in the main menu
Skins can replace meshes (experimental)
[D11] + Hangar converted to new LOD system
merge from belt_equip_clothing
Scene backup
Lowered anisotropy on base fog settings because it bugs out from certain high up angles.
[D11] + Compound_gate converted to new LOD system
[D11] + Checkpoint_single LOD Converted to new system
[D11] + Buildings_scaffoldings converted to new LOD system
Remaining topside & volumes
Tom Buxton - applied vertex shading to LOD4 on Assets\Content\Structures\Train_wagons and Assets\Content\Structures\rocket. Converted to LOD groups
(Context menu for converting RendererLOD/MeshLOD/MeshCull to LODGroups)
[D11] + Billboards - Updated LOD system.
Dual socket test module edit
[D11] + Cross fade added to Building Core LOD Components + LOD updated to new system for those still on the old one.
[D11] + Added cross fade to LOD Components
Can now specify module renderers to show/hide depending on the module's position on a vehicle
merge from belt_equip_clothing
merge from Halloween_2019
Checkpoint has baked LODs
Power substations have baked LODs from LOD2
When attempting to equip a clothing item directly from the belt bar, give priority to consume action if it is edible and also consumable (pumpkin etc)
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Better settings system for module model appearance