121,124 Commits over 4,018 Days - 1.26cph!
Fixed LocomotiveExtraVisuals NRE
Different debugging to narrow the decay bug down
Subtract
72859 - testing complete
Don't put the ferry in line for the dock until it's close enough
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
Minor edit to locomotive to see if the build server is confused re the visuals NRE
Fixed fuel storage prefab ID, manifest rebuild
Require more water on the area in front of the ferry dock
Query server info from a background thread to try and make it more reliable during loading stalls
Retry the server info query a few times in case it still doesn't get a response the first time
Fixed stray barrel spawnpoints in Trainyard
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
fixed missing material reference on coaling tower LOD3 prefab
Removed ping field from combatlog entry
Fix NRE when downloading texture
Reduce the number of sphere casts ferries usually need to do
Remove a list sort in ferry pathing
Harbors exterior lighting pass
Added light switches to control the lights
Spawnable static ents (incl. chairs and desks)
molotov liquid shader back for Bill to test
renamed flashbang to correct view and world naming system, recaled 2.5x, tweaked glass material, added powder inside on view, lods 0 and 1, tweaked normals
Allow head look when mounted on invisible static chair & secretlab chair
Both toilet prefabs now use updated chair settings.
Updated more chair prefabs to allow upper body gestures. Setup generic chair mount sound definition to use across chair prefabs. Disabled gibs for invisible static chair.
Minor headlights setup edit
Set up the more advanced separate forward/backward headlights
reduced texture sizes on poweder
tweaked flashbang glass transparency and metalness, added power mesh with tiling material for viewmodel and lod0, will add something to the opaque material
import settings change for lever
Train Control Lever Setup
Semi-fixed the locomotive headlight spotlight behaviour
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
Removed some old trail connection points from trainyard that no longer make any sense
Added a note to the comment re not using ClientInit() for the particle setup.
I have attained the truly correct way to handle particle systems and implemented it here.
Here is a handy guide to the following difficult situation, which I've also pasted into a new block comment in ParticleSystemContainer:
- You have a Particle System that you want to be on sometimes,
and off at other times. e.g. Smoke from an engine that emits while the engine is running.
- You want the Particle System to be culled (ParticleSystemCull) or LOD'd (ParticleSystemLOD)
at a certain distance.
Here is the setup you need:
- Use a ParticleSystemContainer and control your particle systems from there, not directly.
- Set your ParticleSystemCull/ParticleSystemLOD scripts to Play On Show TRUE.
- In your parent entity, immediately call Stop() or Play() on the ParticleSystemContainer in ClientOnEnable(),
as desired for the particle's current state. This gets everything into the right initial state.
From there, things should work correctly.
Changed interaction sounds for wagon storage + crates and coaling tower storage.
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
New particle FX now behave correctly.
- Added stopOnEnable option to ParticleSystemContainer and set it to true on all the new FX
- Re-enabled all the ParticleSystemCull/ParticleSystemLOD scripts
- Removed my additional Stop() commands in init
Update island positioning so it should clamp itself within ValidBounds
Adjust island prefab so the triggers don't spawn closer than expected
Don't show the ocean transfer message on the HUD if the position the player is heading for is out of world bounds
Prevent SocketMod_Area from colliding with itself (fixes windmill floating on top of wall)
Removed engine front left/front right ladder objects