122,638 Commits over 4,048 Days - 1.26cph!
Rewrote the lookup-table building and the GetPointAndTangentCubicHermite method for WorldSplineData - my previous attempt at a performance speedup was returning wrong values since spline estimated length doesn't usually quite match real-world length. There is almost certainly still a better implementation out there than what I'm committing here, but this works and is lightning fast.
Replace placeholder debug logs with actual achievement/stat names
Snowmobile achievement (will need arctic base s2p)
Use viewmodel camera for spraycan
New faster code for the GetDistance method
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Removed crew cabinet light overrides from arctic base prefabs
Updated crew cabinet lights / reduced radius settings to prevent lights from bleeding through walls
More progress on airfield lights and dressing
Tweaked radius, range and distance fade settings for all ambient lights
Tweaked intensity of some of the interior key lights
Made exterior lights turn off during the day
More tower dressing
East mine complex finalization
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Train tracks textures: balance work on albedo, mipmap seaming countermeasures, fixed AO map showing obsolete data
Updated procgen railroad mesh: up facing vertex normals on the edges
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Almost half of east finalized
Airfield towers dressing progress
Added emissive and lights to control panel prefabs
including collison mesh update
also a small metal box to two platforms where the cables connect.
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zipline platform update
increased the length of the wirestop to prevent clipping (may need increasing)
adjusted top level to enable both sides for zip arrival/exit
More finalization / backup
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Eliminated the second step in TryFindTrackNearby. Will initially place spawned trains slightly less accurately but should be fine.
PlaceMonuments takes less time to find the optimal placement (better map generation times in editor and on server, seemingly no downside in terms of monument coverage, but will need testing)
Better handling if the player can't mount the zipline for some reason
Added some debug visualisation to ZiplineLaunchPoint to help valid placement
Greatly improved the speed of GetPointAndTangentCubicHermite for long single spline track pieces. Instead of looping through every LUT entry to find the closest distance, calculate where exactly it will be using known data. No more loop. Also fixes incorrect use of prevPos, which wasn't being set beyond its starting value.
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Some tidy-up and formatting
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Fixed wheel bogie rotation issues, and saved on network data by sending a float for bogie Y rotation instead of a full Vector3
Actually fix right hand IK
Fixed incorrect initial handle rotation
IK tweaks
Fixed trains sitting in the wrong place on the tracks if the centre of the train wasn't exactly between the two wheels, but now the bogie angle ends up wrong. Need to think about this some more
Ladder lods
Barrel prefab on bottom level
Added a new train engine made out of cube primitives and stuff