122,066 Commits over 4,048 Days - 1.26cph!
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
Fixed Tomaha rear light not lighting up when braking. Removed unused VehicleLights script.
Fixed modular car camper module rear lights being always on, and fixed some modular car taillights not lighting up when braking.
Subtracted
69268 (accidentally deleted bone setup), and brought back the separate SMLights model. Updated VehicleLight settings.
Added support for VehicleLight to have a different renderer material index per renderer - needed for generic snowmobile. Updated all existing VehicleLights to the new serialized fields.
Car passenger achievement hookup
Get snowmobile vehicle light scripts automatically
Scene backup.
Hapis specific (for now) terrain config file for some bespoke parameter tweaks.
Add a new particle effect to premade sprays
Removed warning when spawning workcart on track that's generated at runtime
Fixed train track splines not always updating their data when changing them in editor
Fixed incorrect spray particle fx
▄▍▉▋█▋▅ ▆▋▆▇▌▋▅▉ ▌▊▍ ▍▊▆▉▌ ▌▆▅▆ ▍▆▊ ▄▄▆▊ ▊▆
█▅█▅▅▅▌▋ █▅▅▉ ▋▉█▍▇▄▌ ▉▌▋ ▇▌▄▆▊ ▅█ ▆▍▆ ▄▉
Fixed rails not spawning on first connect (only after reconnect)
Added skirt meshes to the ocean mesh
█▇▇▆▋▄▉▅▉▊ ▆▉▍▊▇▉▊▌▆▊▋▅█▋
East monuments splatting WIP
snowmobile update
separated front and rear lights into their own materials (not textures) so they can be lit independently
merged the lights to the main mesh so it's only 1 prefab instead of multiple.
hopefully not broken anything
Fixed rails missing from world file
Fixed raycast system not properly handling meshes with multiple sub mesh indexes
█▅▊▋ ▆▋▅▊ ▍▌▋▅ █▊▊█ ▌▋▊ █▍▄▍█▊ ▍▌▌▆ ▋▋▊▇█▆▆ ▋▋▍ ▍▊▇▊▅ ▉▊ █▄ ▊▅ ██▌'▊ ▌█▆▆ ▄▆ ▌▆▇▅▅▄ ▌▄██▊▅▌
Zipline mounts now save
Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
Server now determines and sends tangent data for the front and rear wheels, allowing the client to rotate the wheel bogies to match the angle of the track. Added to WorkCart. This still has some issues to sort out so committing to a branch for now.
Added a method to TrainTrackSpline to get a tangent from the lookup-table points. Also auto-formatted a few of my train classes to Rust standard formatting.
Ported some train engine code back into BaseTrain for future wheel work
Add PrefabParameters to powerline platform
Don't collate train tracks on the client, it's unneeded
Test map collates train tracks
Hooked up new mounted pose with a blend tree for forward movement
Positioned hand IK
Increased slack amount
Codegen
VehicleLight script now support multiple renderers per script. Updated all VehicleLight users. Set up the generic snowmobile's new lights.
Refactor zipline generation around new ZiplineLaunchPoint component
Allows simple placement of zipline starting points that will automatically find the closest appropriate ZiplineTarget and create a zipline in PostMapEntitySpawn
Ziplines no longer save and are recreated on server restart
Powerline platforms are no longer entities, each prefab now has 2 launch points and 2 target points that will automatically connect or self destruct if it's not possible
Merge GMLights -> Snowmobile