branchrust_reboot/main/rail_network_linkcancel
164 Commits over 123 Days - 0.06cph!
Fixed train tunnel rail entrance sometimes spawning too close to monuments
Made triggers fit slopes better to fix broken terrain collisions
Tweaked environment volumes to make transition between underground and aboveground smoother
Fixed rail link sometimes overlapping elevator shafts
Added heightmap mesh for the second entrance
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Fixed train signal lights at low LODs
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
TrainSignal class cleanup
Reduced garbage gen in RefreshLightState to zero
Second tunnel entrance progress / LODs/ collision /prefab changes
Merge TrainSignals -> rail_network_link
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
Finished second tunnel entrance variant LOD0
Added a vertex AO pass to both entrances
Material tweaks
Removed "Apply Vertex Color" from Blend4way, can't overlap with blendWeights
merge from shader-stdblends-extended
Merge Main -> rail_network_link
Merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Set a smallish default world size on ProceduralMapRailSimple
Train signals are now entities (but they don't do anything special yet)
Rebuilt rail splines again
Second entrance mesh progress
Second train tunnel entrance progress
Setup a basic prefab for the second entrance tunnel variant
Slightly tweaked entrance terrain to fit the second entrance variant
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
Rail keeps more distance from monuments
Set the missing material in the entrance prefab
Added missing concrete pavement material
Regenerating all rail splines
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
Adding back prevSign workaround
Better TerrainPath cliff and decor topology handling
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail)
GenerateRailLayout cleanup for BlockedPointsAdditional
TerrainPathConnect center point calculation fix in GenerateRailLayout
Removing prevSign workaround from GenerateRailLayout
Pathfinder directional algorithm updated to new heuristic
PathFinder int overflow fix that led to crazy paths
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Don't spawn train tunnel rail entrances if no above ground rail exists
Enforce larger distance between train tunnel stations
Train tunnel rail entrance nobuild volume
Train tunnel rail entrance can only replace train tunnel grid pieces that are replaceable (i.e. not underground train stations)
Entrance z-fighting fix
Fixed broken vertex colors on train tunnel pavements
Better left / right connection in GenerateRailLayout
Train tunnel terrain / topology check improvements
Tunnel entrance terrain check tweaks