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Reversed the direction that's considered a "forward" shunt at the coaling tower (Paddy request)
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Combined locomotive LOD groups into one
Set up locomotive control lever and IK. By necessity, introduces some clipping on the player's leg for now
Add a wip deployable trophy item
Merge Control Lever -> Trainyard Update
Merge from trainyard_update
Merge from ugc_virtualscroll
Oops, revert accidental change to Explosion3D_5.mat in previous commit
Merge Trainyard Update -> Control Level. Fixed up merge conflicts in Train
Fix error when viewing cassettes in UGC browser
Temp fx prefabs & related files.
Fixed train shunting not using the 2D distance
finished lods
remade prefab
adjusted decal material cutoff from .25 to .55
fixing a bug with coaling tower LOD3.. coming from an other prefab
S2P trainyard
Molotov cloth flame flipbook (squared frames and thus overly much deadspace on this preliminary version)
Launchsite / added more light switches to different floors in the rocket factory building
Reduced light_fixtures_EM_Cold emissive because it was causing extreme bloom in the rocket factory building
Updated prefab of the marketplace
Added more light switches to harbors
Fixed vertex painting values for the marketplace
molotov art implemention
fixed fireballs not always using their assigned velocity
cringe effects CC:petur
Coaling tower FX fix for the top part of the chute
updated locomotive prefab
-disabled BoxExtras Collision entity under DetailedColliders to enable smooth traversal
Increased distance between rail sidings slightly to prevent locomotive crash issues in corners
Fixed edge case of left / right confusion at intersection point of trainyard connection rail with main rail
updated decal sheet to include "Cabin Access" + signage as a visual indicator for players to access locomotive controls
added a couple more decals to the black tank under the locomotive to indicate where to refuel.
vacuum tube anim source files for sep wagon types
Fixes for loot wagons, anims for fuel wagons, updated animator with added layer
removed middle line dirt smear from molotov cocktail
Added rust with vertex painting to the marketplace
Added portacabin prefabs used in the powerplant
Tweaked trainyard puzzle building material and made it dirtier
Tweaked plaster_a texture and removed some tiling details
Added an inverted version of concrete_f_mask_single texture
Skinning Assets for Maxime - Clothing
Add colour codes for team id 3000 (blue) and team id 4000 (yellow)
Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
Updated train mesh
-whilst not being able to see the mesh flickering, i've adjust the offset to the problem areas highlighted by Paddy
Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)
tweaks to AIZ and navmesh for small/large oilrigs
Fixed missing rad tea WMs
wooden signs colour tweaks to make them look more like the older wood colour
scrap tea now yields more scrap and lasts longer
fixed rowboat small stash culling at 10m
updated boomer firework desc
Fixed armoured double door hatch sound
resized Hitch and Trough loot panel
Fixed incorrect team ID lookup for events when determing colour of player nametag