122,041 Commits over 4,048 Days - 1.26cph!
update to cabin interior and control base
added green variation albedo and metallic of trim (querying this if it's needed but keeping for now)
Tweaked ladder placement on TrainWagonC
Setting up placement renderer, managing active window of cells.
Desertified miltun finalization WIP
material and prefab update
tweaked some materials
adjusted ladder volume to not intersect with mesh collider
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Potential improvement for layout fps drop when item pickup notice is on-screen (eg. after hitting a tree)
Remove RustLayout and replace with a simple spacing component that doesn't implement the layout interfaces and runs in an update
Fixed placeholder New text on blueprint buttons
Enable it on the base WorkCart as well
Add support for the player to transition directly to another parenting trigger instead of briefly unparenting entirely (allowTransitionToOtherParentingVolume on TriggerParent)
Should provide more reliable behaviour when moving between parenting volumes at high speeds
Only enabled on above ground train cars
Raised all train trigger parents to the height of the highest one, to help with jumping between wagons
Extended the parent trigger length further on all wagons and the above-ground work cart
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Fixed some alignment issues on answering machine UI
Fixed footstep sounds always being barefoot sounds after changing to other footwear in inventory (broke in 65844).
Cause:
- uiPlayerPreview called RebuildWorldModel with a custom playerModel
- RebuildWorldModel called SetDefaultFootstepEffects on the main player model, but then called OnDressModel on the inventory preview model
Player model was now reset to default footstep sounds, while the preview model got assigned the boot sounds.
improved uv2 ao on main train
updated mesh
Merge Main -> General QOL
Updated train model
Detailed cabin interior surroundings
separated cabin interior entirely from train mesh, now has its own uv2 ao
prepping for controls being modelled
fixed some gaps in the mesh
Miltun surroundings desert conversion
Fixed geometry around remaining cliffs
Properly integrated compute CheckPlacement into foliage grid
Revert
70634 (collision damage)
- Fixed train push and mass forces being doubled up on collisions, causing excessive pushing forces
- Fixed static train collisions not working if the initial trigger didn't contain anything
Fixed input field not using an empty string by default
Merge from spraycan_merge2
Replace Color.Parse with a span based version
Removes most of the garbage, still leaves a little bit that could be removed with a .net update
Improved uncoupling forces
Fully converted CheckPlacement routine to compute.
Fixed very low speed wagon collisions still doing a lot of damage
Consolidate type parsing into one method
Cache fonts rather than loading them from the file system every time a text label is created
Fixed button listeners not being properly cleared when pooling
Be more lenient on coupling angle again, this was getting too strict
Increased couplingSqrDist min, changed log condition
Only show the 'Recursive loop detected' train warnings in editor.
Stricter coupling angle and distance rules
Fix needskeyboard and FadeOut params not working with pooling
Add support for pooling
Since UI components are assembled programmatically at runtime this generates a hash for each instance to reuse later
Reduces allocations by 75%, increases speed by 95% and should work without any input required by plugin developers
Fixed foliage not refreshing properly when spawning.