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107,049 Commits over 3,836 Days - 1.16cph!

3 Years Ago
Fixed train track splines not always updating their data when changing them in editor
3 Years Ago
Fixed incorrect spray particle fx
3 Years Ago
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3 Years Ago
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3 Years Ago
Fixed rails not spawning on first connect (only after reconnect)
3 Years Ago
More east monuments
3 Years Ago
Added skirt meshes to the ocean mesh
3 Years Ago
merge from main
3 Years Ago
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3 Years Ago
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3 Years Ago
East monuments splatting WIP
3 Years Ago
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
3 Years Ago
more pathing test/wip
3 Years Ago
Fixed rails missing from world file
3 Years Ago
Fixed raycast system not properly handling meshes with multiple sub mesh indexes
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Zipline mounts now save Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
3 Years Ago
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.
3 Years Ago
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3 Years Ago
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.
3 Years Ago
Ported some train engine code back into BaseTrain for future wheel work
3 Years Ago
Merge from main
3 Years Ago
Add PrefabParameters to powerline platform
3 Years Ago
Don't collate train tracks on the client, it's unneeded
3 Years Ago
Test map collates train tracks
3 Years Ago
Test map edit
3 Years Ago
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3 Years Ago
Hooked up new mounted pose with a blend tree for forward movement Positioned hand IK Increased slack amount Codegen
3 Years Ago
VehicleLight script now support multiple renderers per script. Updated all VehicleLight users. Set up the generic snowmobile's new lights.
3 Years Ago
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
3 Years Ago
Consolidate LODs
3 Years Ago
Merge GMLights -> Snowmobile
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
East side finalization progress
3 Years Ago
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3 Years Ago
Airfield lighting progress
3 Years Ago
Applied updated landmine model, icon and desc Phrases
3 Years Ago
Merge from main
3 Years Ago
Merge from precompute
3 Years Ago
Cleanup
3 Years Ago
Baked data is now saved as a file
3 Years Ago
East side height fixes/polish
3 Years Ago
Merge from main
3 Years Ago
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
3 Years Ago
Added support for train track splines to connect to themselves when collating, making one continuous loop
3 Years Ago
Merge Main -> Rail Network
3 Years Ago
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)
3 Years Ago
Input while riding a horse now takes the player's auto-sprint setting into account
3 Years Ago
Fixed IsMounted actually returning HasDriver for vehicles (i.e. would return false if there was a passenger and no driver). Introduced in 25915.