134,410 Commits over 4,444 Days - 1.26cph!
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 powerline_ziplines
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.
Remove more duplicated powerline scripts
Reapply spray LODs (subtract 69570)
Fix for mesh decals not being able to used instanced SH when rendered with command buffers.
Material tweaks and color correction
Stables environment volumes and lighting tweaks
Added environment volumes to fishing villages
Scene2prefab
More mid finalization progress
made adjustments to levels 3 and 5 and updated collision mesh
Added landing pad on level 3 and better visualisation for the duck that's necessary to compensate for the collision on the pylon so it's no longer an invisible wall
Color corrected excavator and diesel engine LOD textures
Almost fully finalized mid area
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
Automatic coupling when train cars collide
Tweaking settings updates the water live.
TrainCar.Collision class formatting to match the others
Coupled/uncouple visual difference on the client. Sync the flags.
Functional uncoupling interaction
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Added a train coupling piece prefab and put it on my test trains.
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
Basic train coupling class
No longer track the skin used in an item craft event (was making that dataset too noisy)
Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
Removed TrainIsland scene (it's broken beyond
69624 anyway). Use ProceduralMapTesting instead.
Tweaked some of the commonly used textures that were either too dark, too saturated or had too much contrast for the sake of consistency across different lighting conditions
Tweaked materials used in the excavator monument