31,186 Commits over 3,928 Days - 0.33cph!
Molotov fire trail properly detaches and burns out on impact instead of insta-vanishing.
Iterated on the trail.
Coaling tower unloading time longer
Coaling tower skip larger container
Fixed several bugs with wagon vehicle_world colliders
Unfortunately, one more fix for coaling tower loot wagon detection
One more fix for checking the parent of the loot crates
Fixed coaling tower not detecting loot wagons well after
73343. Look at the parent entity.
Fixed incorrect collision layers for vehicle use on the loot wagon crates. Sometimes during high-speed collisions between a train and a loot wagon, this would cause the train to think the crates were a static object and cause the train to come to a complete stop.
The TrainCar SpaceIsClear check now also ignores colliders on child entities, since otherwise it would now detect the crates as objects in the way.
Fixed loot wagon only showing as 1/3 full
GameUI prefab. No changes, but my earlier change to GameTip formatting has made the GameUI prefab want to adjust slightly
Separated Main and End colliders on the non-unloadable wagons. Fixes the coaling tower not detecting them correctly due to TriggerBase not handling multiple colliders on one object.
network++
codegen checks
Phrases
loot wagon unloadable loot tweaks
Molotov.deployed fire trail while in the air (a bit ghetto atm)
HDR tweak on Molo flames.
Molotov ground flame iteration
Fixed GameTips error if a player who has never used voice chat walked close to an NPC
added isToggleSwitch option to SimpleSwitch_LightSwitch
flashbang tech tree setup
Final'ish ground flame prefab
fixed molotov 'placement'
Unloading takes longer
Loot wagons hold more loot (ores)
Fixed TrainTrackSpline SetAll not copying the hierarchy value
Fixed the crash on train track collation when a three-way track split was generated. Still need to get it handling track selection correctly.
merge from Trainyard_update
fixed modders water_trigger
Added some small puffs of dust to the unloading tower pipes while unloading is happening, different for ore vs. fuel. Hopefully helps to show players where their stuff is heading.
further fixes to locomotive
Fixed tea vitals not sized correctly
Improved solution for TrainCarFuelHatches animation. No longer using Update
Adjusted the margins on GameTips/Toasts
Switch coaling tower info toasts to theme 0, which shows for less time
Better shunting errors for the client if the shunt ends due to train throttle or train destroyed
Fixed locomotive ceiling light fixture vanishing when the lights are off.
Added coaling_tower prefab to Craggy (Alistair request)
- Fixed last remaining mesh flickering issues
- fixed some errors with vertex painting irregularities (on the side vents and fuel for example)
- fixed some gaps in the mesh allowing you to see through
Most probable NRE fix for CoalingTower OnFlagsChanged
Train exhaust iteration. Fixes clipping and motion. Denser with a more gradual fade.
molotov wick effects
molotov balance
molotov now in t2 tech tree
flashbang has much larger damage radius but less damage
Tweaked wind settings on swamp trees and a few bushes
fix for molotov projectile
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fix for locomotive driver pose, updated ik target for lever
Tweaked ground plants colors slightly to better match the terrain after changes to the cubemap lighting