122,043 Commits over 4,048 Days - 1.26cph!
Fixed foliage not refreshing properly when spawning.
Backup time / area around waste management progress
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Fixed rail siding overlap issues
Added Deferred Mesh Decals script to fuel tank mesh in TrainWagonC prefab. This will fix the missing mesh decals
Shortened buffers on train wagons, workcart_new and their gibs
cherrypicking
70614 Fixed junkpiles spawning on rail
Fixed junkpiles spawning on rail (can be cherry picked to main)
updated train mesh with glass for the cabin
added glass material reusing already existing glass textures
adjusted train mesh
added ladder volume at rear to gain access to the top of the train from that side
Converted placement routines to compute
Make sure that all stats are copied across when CollateTrainTracks splits up a spline
Some dodgy splines in the train tunnels are keeping my new, correct spline tangent calculation from working there. Rather than go through all the underground splines at the late hour, this commit is a temporary solution. Use the new system on above-ground rails and the old system in the train tunnels.
Fixed trains now being able to spawn facing in reverse anymore. This was an issue with the value being exactly on a LUT point
Removed unused assets
reduced the number of new textures to be used
organised train specific folders so it's navigable and tidier
Reduced texture sizes
updated train mesh, reduced gaps in the mesh and improved vertex painting
red and blue channels now work as expected
added collision mesh
added uv2 ao map to ground train a bit more
added additional decals around the train
Better fix, just remove the inside group checks
Fixed some edge cases where a spray could be stuck as busy
Run accurate mesh snapping on regular MeshRenderer components and on objects on the Default layer
Trigger collision layer fix
Still not right in all cases. Revert to the old tangent system until I've got everything working correctly. Broken very rare sharp curves is better than broken train tunnels.
Another tangent fix. Fixes underground rail tangent issues (trouble at spline transitions)
Remove limbo group solution in last commit, caused issues when switching while a player was mounted
UpdateNetworkGroup now recognizes if an entity is in the global broadcast group and updates it to use it's local group
Rail spline rebuild (for the underground tunnels)
- Fixed coupling sometimes happening at higher speeds than it's supposed to.
- Added some profiling.
Merge from shot_parenting
Fix shot parenting applying incorrect offsets when parented to the root of a player
Fix convars getting triggered while a text input has focus in the demo shot UI
Revert to previous arid postfx
Increase mass multiply from 33% to 40%
Merge from shot_parenting
Fix coupling light in cabin auto playing when camera enters range
- Don't do collision damage to players immediately after uncoupling
- Don't do collision damage to train cars immediately after uncoupling
Updated world colliders on wagon A and wagon D to better deal with collision from other vehicles
Revert
70581 for now. For some reason allowing vehicles to parent to train wagons removes the ability to dismount them. I suspect something re local vs world space when checking dismount points.
Junkpile NPC spawn chance fix.
Also merged npc_junkpile_a_spawn_chance and npc_junkpile_g_spawn_chance convars into new npc_junkpilespawn_chance convar.
Codegen.
Added Vehicle World layer to the Work Cart and train wagon parent triggers
Early exit on collision if coupling points aren't valid
Removed GetTangent() from WorldSplineData. Let's avoid making that mistake again.