107,014 Commits over 3,836 Days - 1.16cph!
removed unnecessary textures in the green control panel material
added more decals to the decal albedo for the train (still more room for variety and control panel dials)
updated train mesh with some more decals on the exterior and on the cabin interior.
Properly rendering multiple placements, updating buckets when new cells are active, basic culling.
-Adjusted height of the box geometry surrounding the coupler to match couplers on workcarts
-separated out the light materials red/green/white and also headlights so they can be controlled as necessary
updated train mesh
-removed some geometry that wasn't needed in cabin
-added some displaced floor tiles to the walkways so it's not so even
Fixed floating wooden barricade cover - accepted placement on the default layer
Fix premade decals getting incorrectly destroyed while spawning, fixes save/load issues
Sprays are now decay entities and last three hours
Exposed via global.SprayDuration/global.SprayOutOfAuthMultiplier convars
Fix not being able to use stored water on a spray when sprayed on terrain
Increased spray duration to 6 hours (temp, will convert to decay soon)
Re-enabled rain check invoke
Added a free hand spray attachment, must be inserted into the spray can to allow free painting
Fixed zipline building blocks not properly calculating on multiple hops
Fixed some inconsistencies between client and server building block generation
rebaked out uv2 ao for the train - mucho nicer now
fixed a couple vertex paint issues
updated prefab
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extended the length of the train from 16m to 19m and adjusted the mesh detailing accordingly
updated collider to compensate for this
updated stripe texture to properly compensate for length of train and required size of stripes
need to rebake the uv2 ao
Finalized miltun area geometry
Miltun surroundings sculpts
Set up a basic shader and renderer for testing.
disabled egg suit very rarely appearing in high quality bags
update to cabin interior and control base
added green variation albedo and metallic of trim (querying this if it's needed but keeping for now)
Tweaked ladder placement on TrainWagonC
Setting up placement renderer, managing active window of cells.
Desertified miltun finalization WIP
material and prefab update
tweaked some materials
adjusted ladder volume to not intersect with mesh collider
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Potential improvement for layout fps drop when item pickup notice is on-screen (eg. after hitting a tree)
Remove RustLayout and replace with a simple spacing component that doesn't implement the layout interfaces and runs in an update
Fixed placeholder New text on blueprint buttons
Enable it on the base WorkCart as well
Add support for the player to transition directly to another parenting trigger instead of briefly unparenting entirely (allowTransitionToOtherParentingVolume on TriggerParent)
Should provide more reliable behaviour when moving between parenting volumes at high speeds
Only enabled on above ground train cars
Raised all train trigger parents to the height of the highest one, to help with jumping between wagons
Extended the parent trigger length further on all wagons and the above-ground work cart
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Fixed some alignment issues on answering machine UI
Fixed footstep sounds always being barefoot sounds after changing to other footwear in inventory (broke in 65844).
Cause:
- uiPlayerPreview called RebuildWorldModel with a custom playerModel
- RebuildWorldModel called SetDefaultFootstepEffects on the main player model, but then called OnDressModel on the inventory preview model
Player model was now reset to default footstep sounds, while the preview model got assigned the boot sounds.
improved uv2 ao on main train
updated mesh
Merge Main -> General QOL
Updated train model
Detailed cabin interior surroundings
separated cabin interior entirely from train mesh, now has its own uv2 ao
prepping for controls being modelled
fixed some gaps in the mesh
Miltun surroundings desert conversion
Fixed geometry around remaining cliffs
Properly integrated compute CheckPlacement into foliage grid