121,348 Commits over 4,018 Days - 1.26cph!
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
Fixed locomotive engine smoke not playing
Merge Main -> Trainyard Update
fixed flashbang vw materials, still very much wip
merge from thrown_weapons
vm molotov cocktail - 1st pass anims, animator, viewmodel prefab
Change debug logs when a transfer destination position couldn't be found to warnings (down from errors)
Only show the warning that nexus island couldn't be found for a ferry in editor
Scale the fallback transfer destination with island spawn distance to not spawn behind them
Update ferry sphere cast so it can collide with triggers tagged FerryAvoid
Powerplant lighting and light switches
Tweaked a few materials
Scene2prefab
Store lowest ping in local sqlite cache
Fix task concurrency again
Avoid passing zero vectors to Quaternion.LookRotation in ferry
Update math to determine island billboard positions so it hopefully lines up with the maps now
removed refract material on molotov - also doesn't work in viewmodel. added Flashbang, working on glass materials
New lightgroup for the 'stopped' state.
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
Locomotive instrument panel does a little lightshow when you couple with a new wagon.
Also small texture tweaks to facilitate it.
Support for multiple fish types
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps