121,437 Commits over 4,018 Days - 1.26cph!
Added additional wagon ladder volumes for the new ladders
Gib wagons immediately when destroyed + reduced above-ground Work Cart "corpse" time from 10 minutes to 1 minute + OnKilled bug fixes
Added server.statBackup that backs up any analytics to a file
Will only write the file to disk every 2 minutes
Creates one file per real-time day in an analytics folder in the server files
Backups will only be created if analytics are actually running (stats enabled, official server, etc)
New system for junction selection, gives correct left/right track selection at any junction. Also made sure the main rail loop is always the default selection at a siding junction, even if the siding is actually the straightest route.
Track a mission fail reason (timeout, disconnect, etc)
Add tracking for mission fails
Revert
70405 for the moment, as it breaks navigation on some of the underground junctions
Updated rail spline visualisation
Fixed NRE when spawning a world too small for the rail loop
train model and texture progress
created new tileable textures
simplified meshes so to not rely on unique baked textures but to make use of new tileable texture(s)
textures currently unoptimized (too big atm for the purpose of testing and progress)
Merge from death_screen_improvements
Changed how direction is selected in junction splits. Fixes above-ground junctions that took the wrong inputs
Added PrefabInformation to other scientist variants (they all share the same icon/translation)
Added missing train wagon material
- Reduced above-ground WorkCart max speed a little
- Allow successful train car coupling at "medium" work cart speed
Merge Spawning -> Save224
Manifest update, to fix "no string for ID..."
Balancing train car spawns. Reduced engine:wagon ratio to 1:4 (was 1:7). Reduced overall train car population density from 1.0 to 0.7.
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Fixed edge case that could cause exception at level load
More west coast finalization
Updated train wagon modules with LODs and proper colliders
Rebaked train normal map to fix errors
Removed terrain blending from cliffs where it isn't desired.
More west splatting.
Dialed back roadside / railside bush density by 40%
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Temporarily removing junkpile_j from spawn list, since the prefab appears to be corrupt since the AI fix merge
Fixed edge case with side rail meeting main rail at extremely steep angle
Fixed edge case with side rail meeting main rail at extremely steep angle
Fixed junkyard keycard not respawning
merge from setdestination spam fix
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merge from junkpile ai fixes
Add peacekeeper and heavy to death screen options, added localization keys
Population density tweaks
Heavy Scientist and Peacekeeper avatars
Scale populations to map size
Run the engine population first in case it fills up the sidings
Add spawn population for train wagons, uses traincar.wagons_per_engine convar
Track selection takes all engines' inputs into account
Don't let trains spawn within 40m of start/end of siding
Spawn cars slightly above the spline so the bounds check passes (they get snapped to the spline anyway)
Remove bypass bounds check
Shark and Scientist avatars
Reapply population convars
New SpawnPopulation that overrides position to select from valid siding splines
Always load initially in uncoupled state
Added max_couple_speed convar. Removed my train pop convars - not sure how we'll set these up yet.
S2P compound and water treatment