125,580 Commits over 4,171 Days - 1.25cph!
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)
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Fix for mesh decals not being able to used instanced SH when rendered with command buffers.
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Material tweaks and color correction
Stables environment volumes and lighting tweaks
Added environment volumes to fishing villages
Scene2prefab
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More mid finalization progress
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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