121,502 Commits over 4,048 Days - 1.25cph!
Merge from powerline_zipline
Subtract
69918, doesn't fully resolve issues
Increased train engine power
Fixed TryGetOppositeCoupling result
When trains collide and couple, maintain an average of their previous track speeds
Add ESPCanvas.ShowHealth which adds the player's health to their nametag
Train engine force calculation accounts for coupled engines facing in reverse direction
Add ESPCanvas.OverrideMaxDisplayDistance and ESPCanvas.DisableOcclusionChecks convars
Get TrackSpeed properly, taking train cars that are facing backwards into account
Merge from powerline_zipline
Add a new entity at the end of each zipline that renders the last half of the zipline (this will resolve the zipline disappearing when arriving at the end of a very long zipline)
Disable this behaviour in demos for backwards compatibility reasons
Improved player rotation when travelling on a zipline that goes via another powerline
Add an analytic for using ziplines
Add a tip to explain holding forward to accelerate
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neutral dog tag setup setup
Finalizing down towards the new desert.
More accurate occlusion / caustics pass
changed up dogtags to use paintable mask to be tintable to any colour, removed old red and blue albedos, added plain variation (but kept metal rough the same so it really does look plain)
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merge from general_qol - These are minor fixes
stairs prefabs
better fitment with door and window inserts
fixed offset on triangle stairs
Merge Rail Network -> Coupling
ProjectSettings fix re previous commit
Set track speed correctly on secondary cars. A few other fixes
Fix being able to get on the zipline when facing the wrong direction
Merge Rail Network -> Coupling
Fix missing MaxVelocity on client preventing zipline audio from working
Merge Main -> Rail Network
Updated native plugins to fix missing ogg encoder error when using a cassette recorder
Fix accepting and declining clan invitations not working