122,371 Commits over 4,048 Days - 1.26cph!
improved uv2 ao on main train
updated mesh
Merge Main -> General QOL
Updated train model
Detailed cabin interior surroundings
separated cabin interior entirely from train mesh, now has its own uv2 ao
prepping for controls being modelled
fixed some gaps in the mesh
Miltun surroundings desert conversion
Fixed geometry around remaining cliffs
Properly integrated compute CheckPlacement into foliage grid
Revert
70634 (collision damage)
- Fixed train push and mass forces being doubled up on collisions, causing excessive pushing forces
- Fixed static train collisions not working if the initial trigger didn't contain anything
Fixed input field not using an empty string by default
Merge from spraycan_merge2
Replace Color.Parse with a span based version
Removes most of the garbage, still leaves a little bit that could be removed with a .net update
Improved uncoupling forces
Fully converted CheckPlacement routine to compute.
Fixed very low speed wagon collisions still doing a lot of damage
Consolidate type parsing into one method
Cache fonts rather than loading them from the file system every time a text label is created
Fixed button listeners not being properly cleared when pooling
Be more lenient on coupling angle again, this was getting too strict
Increased couplingSqrDist min, changed log condition
Only show the 'Recursive loop detected' train warnings in editor.
Stricter coupling angle and distance rules
Fix needskeyboard and FadeOut params not working with pooling
Add support for pooling
Since UI components are assembled programmatically at runtime this generates a hash for each instance to reuse later
Reduces allocations by 75%, increases speed by 95% and should work without any input required by plugin developers
Fixed foliage not refreshing properly when spawning.
Backup time / area around waste management progress
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Fixed rail siding overlap issues
Added Deferred Mesh Decals script to fuel tank mesh in TrainWagonC prefab. This will fix the missing mesh decals
Shortened buffers on train wagons, workcart_new and their gibs
cherrypicking
70614 Fixed junkpiles spawning on rail
Fixed junkpiles spawning on rail (can be cherry picked to main)
updated train mesh with glass for the cabin
added glass material reusing already existing glass textures
adjusted train mesh
added ladder volume at rear to gain access to the top of the train from that side
Converted placement routines to compute
Make sure that all stats are copied across when CollateTrainTracks splits up a spline
Some dodgy splines in the train tunnels are keeping my new, correct spline tangent calculation from working there. Rather than go through all the underground splines at the late hour, this commit is a temporary solution. Use the new system on above-ground rails and the old system in the train tunnels.
Fixed trains now being able to spawn facing in reverse anymore. This was an issue with the value being exactly on a LUT point
Removed unused assets
reduced the number of new textures to be used
organised train specific folders so it's navigable and tidier
Reduced texture sizes
updated train mesh, reduced gaps in the mesh and improved vertex painting
red and blue channels now work as expected
added collision mesh
added uv2 ao map to ground train a bit more
added additional decals around the train
Better fix, just remove the inside group checks
Fixed some edge cases where a spray could be stuck as busy
Run accurate mesh snapping on regular MeshRenderer components and on objects on the Default layer