121,528 Commits over 4,048 Days - 1.25cph!
Merge from rail_network/branching (not enabled in world generation yet, needs more work)
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
Merge from new_achievements
Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good").
Remove a log
Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
Fixed autoturret idle animation moving more slowly at higher server framerates
Move scope overlay layer from 44 to 2 to have it play nice with the helmet slit overlay
Changed GameUI.Hud.HelmetSlitOverlay sort order override from 11 to 3. Fixes status information (wet, cold, straving etc) being hidden by the helmet. Will need to keep an eye on whether anything else ends up showing over the top of it that shouldn't be.
Merge Main -> General QOL
Merge from powerline_zipline
Don't move player eye position while using first person with arms on the zipline
Merge from powerline_zipline/ease_in
Merge from powerline_zipline
Increase range of potential ziplines
Slightly reduce height of collision sweep while ziplining
▋▄▍▍▇ ▍▆▊▍▄▆ ▅▅ █ ▄█▉█▇▆▊▉▍ ▌▉▋ █▄▍▊█▇
▊▌▉▄▉█▊▇▇ ▍▅▋█▋▆█▅ ▄▉▊ ▊█▉▆▄▄▇▊█
thumb_up
15
thumb_down
10
Use a random image from the manifest as the loading screen background
This isn't going to work, but committing what I've got in case I need some of it back later. Initial work on the physics of coupled trains.
▌▄▄▆▋▄▊/▄▌▋▊▍█ ▉▅▋▇▌▍▋█ ▇▅▍▌▌▌
vm zipline test - anims and animator
zipline player anim updates, updated ik target positions on zipline mountable prefab
▋▇▌▍▄ ▌▍▄▅▉▆ ▆▇█▍▄▌▅ ▋▇▊ ▌▅▌▆▍▋▋▊▅▍ ▇█▆ █▄▉▋ - ▋▇▋▉▄▅ ▆█▇▄▍▄
Larger Dog tags wm and tweaked culling distance
Significantly better road / rail intersections
█▆ ▄▄-▊▉ ▊▄▇ █▍▆▋ ▅▅▆ ▍█▇▍▋█ ▋▍▍▍▊ ▅▋▌▋▊▋▌ ▉█▍▆ ▇▇▍▊▄▉▍▅▊ ▌▉▅▆▄▋▌, ▅▍█ ▄▄▋▌▉▆▉ ▊▇ ▉▌▉▋, ▇▋▅▍▍▅█ ▅▄▋▇▌▉▉▉
Better rail ring / road ring corner postprocessing
Fixed cliffs sometimes overlapping rail
some cleanup and tests removal
Path meshes can use terrain normal for certain vertices by specifying vertex alpha (100% = terrain normal, 0% = mesh normal)
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
tags icons, sounds, manifest
procgen railroad track painted with vertex alpha on its edges - to be used for terrain normal capture
Enable first person with arms and disable the look threshold while ziplining
Merge from powerline_zipline
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations
Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform
Refactored saving and loading
Now playing couple and uncouple sounds
Make speed ease in respect the mount animation