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98,097 Commits over 3,683 Days - 1.11cph!

1 Year Ago
Rather than snap the fuel wagon etc into place, I've decided to sort of increase "friction" when it's lined up correctly, so that the train wants to slow down. Let's see how this goes. First basic version here.
1 Year Ago
Cine weapon prefabs
1 Year Ago
Cleanup + backups
1 Year Ago
Fixed coaling tower active train car not clearing correctly on the client
1 Year Ago
Fix output label not set
1 Year Ago
Merge from trainyard_update
1 Year Ago
Add global.showItemPickupNotices for debugging Profiling
1 Year Ago
Removed old debug print
1 Year Ago
Adjusted the coaling tower unloading point to line up the fuel wagon perfectly
1 Year Ago
Increased NetworkPositionTick's ticksSinceStopped from three to six. Fixes train wagons still sometimes getting confused about interpolation when coming to a sudden stop after coaling tower shunting
1 Year Ago
Merge from nexus
1 Year Ago
Added LODs to the marketplace terminal and updated the prefabs
1 Year Ago
Fixed repopulation when out of range
1 Year Ago
Improve the ferry movement animation a bit Double the max speed of the ferry for testing Add some debugging features to the ferry (add FERRY_DEBUG to scripting defines to enable)
1 Year Ago
Merged rocket factory building door into the main exterior mesh / this was done to fix an issue where the door would disappear behind the player causing a light leak in the cubemap and brightening up the scene in a weird way Updated LOD texture on the rocket factory building Scene2prefab
1 Year Ago
Behaviour is closer to current setup
1 Year Ago
Deleted overlapping light in trainyard
1 Year Ago
Fixed foliage billboards not receiving new ambient light on procedural maps
1 Year Ago
A test for improved fish swarms
1 Year Ago
Tweaked trainyard environment volumes Added environment volume to the coaling tower
1 Year Ago
Gas station cave will now use buildingdark instead of buildingverydark environment volume
1 Year Ago
Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
1 Year Ago
Instead of pausing reflection blending completely when standing still, just slow it down a lot to ensure things still update as the sun moves
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
Updated save/load handling for coaling tower. Don't load in an active wagon - let it be re-detected by the trigger if there is one after loading. Clear all flags as well.
1 Year Ago
More collision damage tuning
1 Year Ago
Fixed locomotives just annihilating wagons even at reasonably moderate collision speeds
1 Year Ago
Fixed errors from RefreshMovementLightVisuals with WorkCarts
1 Year Ago
Instead of using the ItemDefinition from the unloadable wagon loot list directly, use its itemID to get the item from the ItemManager. Fixes NRE on itemMods when creating the item, which was caused by the fact that the version of the ItemDefinition directly from the list was never initialized. Curiously, it was initialised in the editor, so this bug only showed up in builds.
1 Year Ago
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1 Year Ago
LOD distance polish. Elevation bake. Cleaned all the spline source stuff. Mergable changeset.
1 Year Ago
Tunnel reverb zones. Decor & clutter autospawn fixes. Other small stuff
1 Year Ago
Enabled read/write on all coaling tower colliders
1 Year Ago
Tweaked ice lake materials to stop them from becoming too bright
1 Year Ago
Restored bloom threshold to its original value to help with snow becoming too bright Slightly lowered sunlight intensity Slightly darkened snow splat
1 Year Ago
Various tunnel fixes/polish
1 Year Ago
Added light switches to the trainyard Scene2prefab
1 Year Ago
Lighting iteration & terrain/underground volumes
1 Year Ago
Added ability to pause the ocean simulation at a specific time.
1 Year Ago
Loot spawns for new tunnels.
1 Year Ago
Updated trainyard lights Removed some old overlapping lights Scene2prefab
1 Year Ago
Trainyard lighting / increased view distance on exterior lights to prevent them from fading out too quickly
1 Year Ago
Remove the layout component (again) from GameUI.Hud.Vitals Merge commit 71034 didn't apply the removal in 70970 properly
1 Year Ago
Adding cave_procedural_entrance_c variation
1 Year Ago
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come Adding cave_procedural_entrance_b variation
1 Year Ago
Narrowed the coaling tower's unloading bounds
1 Year Ago
Fuel wagon is now a lot more picky about where it's lined up to unload (has to be over one of the tanks). To facilitate lining up, the fuel wagons will soon have an automatic snap to position
1 Year Ago
Moved CurThrottleSetting back to TrainEngine
1 Year Ago
Prematurely end shunting if a player in any connected train engine applies throttle
1 Year Ago
Added input.toggleads convar for toggling ADS This will only apply when holding a gun or a melee weapon that can be thrown, right click interactions on other held entities (eg. torch) should be unaffected ADS will be toggled off when switching between weapons or when a reload takes place