7,577 Commits over 3,623 Days - 0.09cph!
Fixed locomotive ceiling light fixture vanishing when the lights are off.
Train exhaust iteration. Fixes clipping and motion. Denser with a more gradual fade.
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Fixed nobuild zones in the new road tunnels
Updated locomotive FXs/lights for the mesh rework.
Experimental files / backup
Temporarily disabled the emissive on the molotov cloth mesh fire scroller, since it shouldn't be ignited by default
Replaced the old cringe molotov ground fire placeholder with a new marginally better but still cringy ground fire placeholder, god bless.
Moved molotov fx temp files into a new subfolder to declutter /effects
Molotov ground progress backup
Slight offset gymnastics to shift the point light away from its particle.
FB boom emission issue fix 2/2
127.8% more flashy flashbang
anotha one (still missing some stuff)
Flashbang boom draft/placeholder
Temp working files backup
Temp fx prefabs & related files.
Molotov cloth flame flipbook (squared frames and thus overly much deadspace on this preliminary version)
Coaling tower FX fix for the top part of the chute
New lightgroup for the 'stopped' state.
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
Locomotive instrument panel does a little lightshow when you couple with a new wagon.
Also small texture tweaks to facilitate it.
Coal tower emptying tweak for new tinting purposes
Locomotive roof fans rotate and have darkness behind them
Application of FX/Lighting to the locomotive (slight logic bugs atm)
Coaling tower emptying FX prefab & related files
Wagon unloading fx & train prefab iteration
LOD distance polish.
Elevation bake.
Cleaned all the spline source stuff.
Mergable changeset.
Tunnel reverb zones.
Decor & clutter autospawn fixes.
Other small stuff
Various tunnel fixes/polish
Lighting iteration & terrain/underground volumes
Loot spawns for new tunnels.
Reapplied fix for Site-A tunnel entrance sometimes murdering people