195,812 Commits over 4,110 Days - 1.99cph!
Reduced "bad weather" probability: 90% of days will now be clear
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Sandbox spawning bypasses IsAdmin checks in singleplayer
Editing entity variables bypasses IsAdmin checks in singleplayer
Merge from rail_network_2
Fixed crashes when setting null model on players
Fixed crash when trying to render world model as entity model
merge from postprocess_opt
merge from may_22_bugfixes
Updated work cart mesh / added full bone setup to the coupler / mirrored front coupler to fix alignment issues
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Reduce the chance of vehicle parts from junkpile_j
SAM Site can no longer be damaged by bullet type damage
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Merge NewModels -> Rail Network 2
Removed the rear cover from the above-ground WorkCart, to facilitate moving back to other wagons
Fixed bogie pivot bone assignments
Added ladder volumes to all the wagons. Unfortunately these really aren't working while moving, despite the parent trigger.
Fixed incorrect prefab IDs, updated manifest
Set up all the wagons with the new models
Fixed workcart gibs always being yellow, even for the red and blue variants
Brought the old WorkCart model back - work_cart_static still needs it. Probably better not to risk breaking any of the monument settings it's used in by updating it to the new model.
Fixed red workcart issues
Fixed instrument panel light position offsets, and player hand position offsets
Deleted the old WorkCart model
Set up workcart_aboveground, now with the new couplings
Updated wheel colliders and lowest LOD mat for the Rusty variant
Updated workcart.entity to the new model
Non global PostProcessVolumes no longer use colliders. They rely on the PostProcessVolumeLOD component and a specified bounds to calculate blend factor.
Merge Main -> Rail Network 2
Created PostProcessVolumeLOD component
Finalized around junkyard and beyond
Finalizing further down the west coast
Added a variant of the workcart model with new bogies and couplers
Added modular train wagon models
Merge from foliage_grid_opt
Fixed NRE that could happen if Refresh was called when RefreshAsync was currently processing cells.
bogies and coupler lods and textures
Avoid sharp angles when branching off side rails
PathFinder supports custom directional algorithm that avoids tight turns
Better rail / road ring generation corner / start / end point search
WorkCart power adjustment
Fixed spawned wagons not working correctly due to missing serialized parameters. I swear every time I make a new vehicle there's one confusing difference between placed and spawned versions of the same entity, and it's a different thing every time!
Set up hurt triggers to work correctly again
Merge from powerline_zipline/proc_gen_improvements
Fixed prevent building volumes on ziplines not properly calculating in some cases
Fixed prevent building building volumes sometimes calculating incorrectly on the server
Don't couple train cars together if the velocity difference is >5m/s, or the angle is too big.