129,926 Commits over 4,140 Days - 1.31cph!
Updating ProceduralMapEmpty
Better ring road / rail corner postprocessing
Updating ProceduralMapTesting
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Airfield lighting progress
Airfield interior prop dressing progress
zipline player anim updates
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Finalizing east side cliffs WIP
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Added railside topology to several placement filters
Adjusted rail ring placement blocking radius (fixes some monuments spawning on top of rails)
Skirt adjusts for coverage just past the far clip when needed.
Prevent "look rotation viewing vector is zero"
Made independent bogie rotation optional and disabled it for WorkCart (the model isn't designed for it).
Base the calculated WorkCart track positions on the pivot points of the front and rear bogies. Wheel bogies now align perfectly on curves.
Small merge from rail_network to wheel_tangents
Fixed Tomaha rear light not lighting up when braking. Removed unused VehicleLights script.
Fixed modular car camper module rear lights being always on, and fixed some modular car taillights not lighting up when braking.
Subtracted
69268 (accidentally deleted bone setup), and brought back the separate SMLights model. Updated VehicleLight settings.
Added support for VehicleLight to have a different renderer material index per renderer - needed for generic snowmobile. Updated all existing VehicleLights to the new serialized fields.
Car passenger achievement hookup
Get snowmobile vehicle light scripts automatically
Scene backup.
Hapis specific (for now) terrain config file for some bespoke parameter tweaks.
Add a new particle effect to premade sprays
Removed warning when spawning workcart on track that's generated at runtime
Fixed train track splines not always updating their data when changing them in editor
Fixed incorrect spray particle fx
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Fixed rails not spawning on first connect (only after reconnect)
Added skirt meshes to the ocean mesh
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East monuments splatting WIP
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