129,926 Commits over 4,140 Days - 1.31cph!
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
Extend the bounds to render for train tunnel maps because tunnels under the ocean were getting cut off (need to confirm if it's enough though)
Added IsAtAStation bool to BaseTrain
Smoother operation at junctions for trains running in reverse
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
improved stairs collider on the entrance
Added office and break room signs
Added them to the train stops
Sign texture tweaks
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other
Made tunnel dweller AI not suck
Stag - idle & walk updates, prefab update & anim controller walk speed changed
Fixed negative scale values on lights
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Added backlit signs to stops
Tweaked sign materials
Disabled long flares on all corridor/stairwell lights
Reduced LOD distance on fill lights
Dressing/Cover pass on the tunnel entrance scene
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
Added TerrainFilter to Compound monument to ensure it no longer spawns in Arctic / Snow
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
removed radiation from road side substations
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
halved culling distance on corridors/stairwells modules
Added black/white variants of the backlit signs
Tweaked text size/position on monument name signs
Various other sign tweaks
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Revert previous changeset due to bug
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
Removed postit note (again?!)
included headlights in export.