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127,166 Commits over 4,201 Days - 1.26cph!

5 Years Ago
Support an optional icon on monument map markers + add train icon on train tunnels
5 Years Ago
Subtract icon change commits, return all item icons to their previous appearance.
5 Years Ago
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
5 Years Ago
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
5 Years Ago
Extend the bounds to render for train tunnel maps because tunnels under the ocean were getting cut off (need to confirm if it's enough though)
5 Years Ago
Added IsAtAStation bool to BaseTrain
5 Years Ago
Smoother operation at junctions for trains running in reverse
5 Years Ago
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
5 Years Ago
merge back
5 Years Ago
merge in
5 Years Ago
train barricade update
5 Years Ago
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
5 Years Ago
merge from random_opt_2
5 Years Ago
improved stairs collider on the entrance
5 Years Ago
merge in
5 Years Ago
code cleanup
5 Years Ago
Added office and break room signs Added them to the train stops Sign texture tweaks
5 Years Ago
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
5 Years Ago
Barricade train tunnel cells no longer spawn right next to each other
5 Years Ago
merge in
5 Years Ago
Made tunnel dweller AI not suck
5 Years Ago
Stag - idle & walk updates, prefab update & anim controller walk speed changed
5 Years Ago
Fixed negative scale values on lights
5 Years Ago
Tunnel stop sign tweaks
5 Years Ago
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5 Years Ago
Set dressing stairwells
5 Years Ago
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5 Years Ago
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5 Years Ago
merge in
5 Years Ago
Added backlit signs to stops Tweaked sign materials
5 Years Ago
Disabled long flares on all corridor/stairwell lights Reduced LOD distance on fill lights
5 Years Ago
Dressing/Cover pass on the tunnel entrance scene
5 Years Ago
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
5 Years Ago
Added TerrainFilter to Compound monument to ensure it no longer spawns in Arctic / Snow
5 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
5 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
5 Years Ago
removed radiation from road side substations
5 Years Ago
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
5 Years Ago
halved culling distance on corridors/stairwells modules
5 Years Ago
merge from slots
5 Years Ago
Added black/white variants of the backlit signs Tweaked text size/position on monument name signs Various other sign tweaks
5 Years Ago
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5 Years Ago
Revert previous changeset due to bug
5 Years Ago
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
5 Years Ago
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
5 Years Ago
Removed postit note (again?!) included headlights in export.
5 Years Ago
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.