106,955 Commits over 3,836 Days - 1.16cph!
Nuclear missile silo chute progress
Added new textures
Added meshes and prefabs
Organised the scene
attempt to fix flickering tarp on zipline platforms
- i suspect it's the same compression issue we had on the locomotive.
- set fbx compression to low to check if it's the same issue
it forgot the emission and ao texture
Caboose Update:
- added neon Cashier sign above cage + LODs
- combined caboose and cashier neon lods
- included texture into the caboose neon and bulb texture set
- updated prefab and caboose prefab
Merge Caboose -> Blackjack
Extended locker interaction colliders on the camper to provide access from the outside when in destroyed state
Moved the 45-degree offset angle check into the vehicle engine module specifically. Fixes it affecting the modules on the camper.
Removed the ItemContainer parameter from GetIdealSlot because it's always the storage container's own ItemContainer anyway, and wouldn't really make sense to pass anything else
Minor edit to modular_car_V8_engine_storage removing unnecessary overrides.
Fixed EngineStorage GetValidSlot looking at the container the item is in now, instead of the target container. Fixes right-click or hover loot transfers into modular car engines often not working.
New render sequence for flames on relatively flat surfaces.
Scene backup & some mat tweaks.
caboose update:
added LODs for the caboose wagon
baked down materials for the last LOD to 1 material
entity prefab update
Increased parent trigger size on the base WorkCart to match the above-ground variant that already had coupling. Facilitates moving between coupled cars.
Added coupling points to underground WorkCart trains (Helk approved)
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Large furnace lighting array using cheaper narrow spot shadows instead of 360° point.
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progress on roads
level update
Big furnace WIP
Fireplace vertex paint tweaks to fix artifacts from a specific angle
don't teleport longer distances any more
deleting animation code from animal animation that we don't need/want for pet dog animation so we have a starting point.
merge from ai_ignore_improvements
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Fixed several spawn populations theoretically being allowed to spawn on rail
Disabled ragdoll parenting on trains due to issues we've found
WorkCart rear collision trigger now includes the rear bumper, matching how the other train cars are set up
Trains now treat end-of-line positioning as a static collision. Fixes trains clipping into other trains that are at end-of-line
Turned off Debris vs. Vehicle Detailed layer collisions. Unfortunately this means items will fall through vehicles again, but will let cars drive through bushes, hemp etc again as well.
Allow access to camper module storage without bring mounted, if the vehicle has been fully destroyed
Fixed modular vehicle storage being locked while the vehicle is in corpse state
(regression) Fixed loot wagons spawning with no gravel and being generally broken
Fixed boats and modular cars setting the IsStationary flag true and false over and over in some situations
ao texture wasn't included in previous commit for some reason
created a bulb asset and lods - added it to the wall lamp prefab
packed texture it into the neon signs texture set.
renamed textures and material accordingly
Replaced lighthouse object with the prefab
Replaced the lighthouse scene