122,195 Commits over 4,048 Days - 1.26cph!
Fixed cliffs sometimes overlapping rail
some cleanup and tests removal
Path meshes can use terrain normal for certain vertices by specifying vertex alpha (100% = terrain normal, 0% = mesh normal)
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
tags icons, sounds, manifest
procgen railroad track painted with vertex alpha on its edges - to be used for terrain normal capture
Enable first person with arms and disable the look threshold while ziplining
Merge from powerline_zipline
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform
Refactored saving and loading
Now playing couple and uncouple sounds
Make speed ease in respect the mount animation
Merge from zipline_mountable
Only show uncouple interaction when coupled
When a user uncouple a train, let it uncouple, and don't recouple it unless it moves away and back again
Add usePoseTransition bool to player animator (set to true when mounting a zipline)
Restore old Walk->sitOnChair transition, use that if usePoseTransition is false
This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
Merge from powerline_zipline
Zipline now takes 3s to get to top speed
Slightly increased top speed
Set up temp train bounds and hurt triggers correctly
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path
Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
Refactored all the coupling code. Improving decoupling
Fishing villages lighting and bounce lights
More south of river area.
River bank improvements & surroundings
player animator transition state test
player idle to zipline transition anim
South of river finalization WIP
More improvements for rail terrain adjustment
Made the custom normals point up on a wider portion of the gravel on track
Better rail terrain adjustment
More severe punishment when road / rail overlap (to avoid overlap along extended sections while still allowing short crossings)
Fixed several things spawning partially on rails
Merge from spraycan_merge2
Merge from powerline_ziplines
Merge from powerline_zipline
Merge from spraycan_merge2
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
Fixed decals switching back to the default decal after being pooled
Don't allow spraying until deploy animation finishes
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.