107,026 Commits over 3,836 Days - 1.16cph!
Added rail / railside topologies
Updated fish stats
Finished implementing submarine stat
Added per fish type catch stats and achievement unlock
Closing the inventory will now highlight the currently equipped item on the belt bar if another item was selected while the inventory was open
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Better ResetState implementation for instruments, should stop the parenting errors when instruments are returned to the pool
merge from deployed_recorder_nre_fix
Potential fix for DeployedRecorders throwing an error when coming into range, was unable to repro
Fixed WorkCart height on above-ground tracks, and collision issues with above-ground tracks. Work Cart now drivers properly above ground with collisions enabled
Added an improved TrainIsland scene
Simplify the taxi kick method now that mount points are stored on each module
Fix not being able to kick players from taxi module from driver seat
Fixed mountable instruments not playing sound if the local player (not on the instrument) was mounted to something
Merge Main -> rail_network
Merge TrainOnRails -> rail_network
Fixed magnet crane jittery driving feel (due to interpolation setting). Non-movement rotation is still jittery, that's a more ingrained issue.
Magnet Crane turning was still feeling too fast on a live server. Removed the additional steering torque.
subtracting cs
69132,
69093,
69091,
68657,
68908 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
subtracting cs
69132,
69093,
69091 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
Cleaning up methods for height query. Can now query height for any time and state.
merge from LoadingScreen_02 (minor fixes)
fixed more text overflow issues
merge from LoadingScreen_02 (fixes / improvements)
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Minor magnet crane tweak after further testing
Fixed work cart gravity calculation being backwards (so uphill was faster, downhill slower)
GenerateRailMeshes now generates a TrainTrackSpline script with a spline that the train can follow. WorkCart can now run on the above-ground rails - but not very accurately as the drop to terrain height that the real tracks use is so far ignored.
TrainIsland track testing scene
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Unity was automatically recalculating the Magnet Crane inertia tensor as the crane arm moved, causing it to get pretty unstable if the arm was up high. Now manually overriding the intertia tensor with values that essentially treat the arm component as weightless (we already did this with the centre of mass).
Magnet crane braking/steering