122,554 Commits over 4,048 Days - 1.26cph!
Merge from powerline_ziplines
Merge from powerline_zipline
Merge from spraycan_merge2
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
Fixed decals switching back to the default decal after being pooled
Don't allow spraying until deploy animation finishes
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.
Remove more duplicated powerline scripts
Merge from spraycan_merge2
Reapply spray LODs (subtract 69570)
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Fix for mesh decals not being able to used instanced SH when rendered with command buffers.
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Material tweaks and color correction
Stables environment volumes and lighting tweaks
Added environment volumes to fishing villages
Scene2prefab
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More mid finalization progress
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made adjustments to levels 3 and 5 and updated collision mesh
Added landing pad on level 3 and better visualisation for the duck that's necessary to compensate for the collision on the pylon so it's no longer an invisible wall
Color corrected excavator and diesel engine LOD textures
Almost fully finalized mid area
Merge from powerline_zipline
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
Automatic coupling when train cars collide
Tweaking settings updates the water live.
TrainCar.Collision class formatting to match the others
Coupled/uncouple visual difference on the client. Sync the flags.
Functional uncoupling interaction
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Added a train coupling piece prefab and put it on my test trains.
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Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
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