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snowmobile update
separated front and rear lights into their own materials (not textures) so they can be lit independently
merged the lights to the main mesh so it's only 1 prefab instead of multiple.
hopefully not broken anything
Fixed rails missing from world file
Fixed raycast system not properly handling meshes with multiple sub mesh indexes
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Zipline mounts now save
Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
Server now determines and sends tangent data for the front and rear wheels, allowing the client to rotate the wheel bogies to match the angle of the track. Added to WorkCart. This still has some issues to sort out so committing to a branch for now.
Added a method to TrainTrackSpline to get a tangent from the lookup-table points. Also auto-formatted a few of my train classes to Rust standard formatting.
Ported some train engine code back into BaseTrain for future wheel work
Add PrefabParameters to powerline platform
Don't collate train tracks on the client, it's unneeded
Test map collates train tracks
Hooked up new mounted pose with a blend tree for forward movement
Positioned hand IK
Increased slack amount
Codegen
VehicleLight script now support multiple renderers per script. Updated all VehicleLight users. Set up the generic snowmobile's new lights.
Refactor zipline generation around new ZiplineLaunchPoint component
Allows simple placement of zipline starting points that will automatically find the closest appropriate ZiplineTarget and create a zipline in PostMapEntitySpawn
Ziplines no longer save and are recreated on server restart
Powerline platforms are no longer entities, each prefab now has 2 launch points and 2 target points that will automatically connect or self destruct if it's not possible
Merge GMLights -> Snowmobile
East side finalization progress
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Airfield lighting progress
Applied updated landmine model, icon and desc
Phrases
Baked data is now saved as a file
East side height fixes/polish
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
Added support for train track splines to connect to themselves when collating, making one continuous loop
Merge Main -> Rail Network
Refactor/simplify zipline serialisation and hookup process to accommodate monument connections
Added a monumentZiplineDismountPoint prefab that will automatically connect to a nearby valid zipline (added to gas station for testing)
Input while riding a horse now takes the player's auto-sprint setting into account
Fixed IsMounted actually returning HasDriver for vehicles (i.e. would return false if there was a passenger and no driver). Introduced in
25915.
Merge Main -> General QOL
Re-check UpdateFullFlag after mount points are spawned in. Fixes the following bug:
- Server crashes while player is mounted.
- Server loads save and dismounts the player. UpdateFullFlag is checked due to the dismount, and currently loaded mount points are zero, so the vehicle has zero mounted but nevertheless is "full".
- The mount points are then loaded
- Vehicle is now stuck thinking it's fully occupied
Possible fix for Water_GetHeight crash when disconnecting/switching servers
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Fixed WorldSpline build compile (remove #if UNITY_EDITOR check)