122,063 Commits over 4,048 Days - 1.26cph!
Airfield towers dressing progress
Added emissive and lights to control panel prefabs
including collison mesh update
also a small metal box to two platforms where the cables connect.
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zipline platform update
increased the length of the wirestop to prevent clipping (may need increasing)
adjusted top level to enable both sides for zip arrival/exit
More finalization / backup
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Eliminated the second step in TryFindTrackNearby. Will initially place spawned trains slightly less accurately but should be fine.
PlaceMonuments takes less time to find the optimal placement (better map generation times in editor and on server, seemingly no downside in terms of monument coverage, but will need testing)
Better handling if the player can't mount the zipline for some reason
Added some debug visualisation to ZiplineLaunchPoint to help valid placement
Greatly improved the speed of GetPointAndTangentCubicHermite for long single spline track pieces. Instead of looping through every LUT entry to find the closest distance, calculate where exactly it will be using known data. No more loop. Also fixes incorrect use of prevPos, which wasn't being set beyond its starting value.
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Some tidy-up and formatting
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Fixed wheel bogie rotation issues, and saved on network data by sending a float for bogie Y rotation instead of a full Vector3
Actually fix right hand IK
Fixed incorrect initial handle rotation
IK tweaks
Fixed trains sitting in the wrong place on the tracks if the centre of the train wasn't exactly between the two wheels, but now the bogie angle ends up wrong. Need to think about this some more
Ladder lods
Barrel prefab on bottom level
Added a new train engine made out of cube primitives and stuff
Fixed more zipline lod settings
Finalizing around east fishing village
Adjust hand ik positions
Add editor hold in place toggle on zipline mountable to lock the zipline in place for animation tweaking
Adjust tarp lod
Fixed train wheels rotating in the wrong direction if the train had bogie rotation enabled and was facing in reverse direction on the track. Flip the tangent if the train if facing backwards.
RustNative update (more landmass, less water / islands)
Updating ProceduralMapEmpty
Updating ProceduralMapTesting
Better ring road / rail corner postprocessing
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Airfield lighting progress
Airfield interior prop dressing progress
zipline player anim updates
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Finalizing east side cliffs WIP
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Added railside topology to several placement filters
Adjusted rail ring placement blocking radius (fixes some monuments spawning on top of rails)
Skirt adjusts for coverage just past the far clip when needed.
Prevent "look rotation viewing vector is zero"
Made independent bogie rotation optional and disabled it for WorkCart (the model isn't designed for it).
Base the calculated WorkCart track positions on the pivot points of the front and rear bogies. Wheel bogies now align perfectly on curves.
Small merge from rail_network to wheel_tangents