branchrust_reboot/main/WorkCartcancel
722 Commits over 395 Days - 0.08cph!
elevator cage door sounds
remove debug.log regarding cover points
Removing extra neon lights in bottom stairwell prefab that may make double neon lights possible in that place under certain conditions
Repainted splats on entrance to ditch all grass - building rotation makes accurate painting impossible for now :P
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
fixed workcart alt skin not applying to LODs
PFX Scene backup (Workcart effects + interior dash stuff) & related files
Fix for grainy shadows in overpass_double_str_b
Added a few signs to overpass_double_str_b module
Added rubble decals to tunnel prefabs to reduce texture repetition
Set the train icon on the entrance prefab again
Dwelling prefabs props placement polish
fixed NREs with dwelling prefabs
DoPrepare on new dwelling prefabs
Fixed dwellings having an offset in the root transform
Improved dwellings spawns in the corridor prefabs
Tunnel dwellings prefabs work
Update to Workcart
Fixed flickering decal. Removed them as per Peturs request so light placement is nicer.
Fixed flickering cables in the overpass module
Fixed mismatched cables in double/single tunnel transition modules
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
Fixed players getting killed at the bottom of certain tunnel segments
Collider distance calculation fix
Temporary engine slowdown from damage enabled and fully working. Shows infoon monitor + damage FX. Some other engine bug fixes.
Expanded corridor volumes on link-stairwell-bottom prefabs to enclose the lift shaft floor
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Fix server compile error from rendertunnels
Show a proper name ("Tunnel Dweller") on loot panel
Fix HostileNote NRE in scenes with no terrain (editor fix)
Disable the engine slowing for now until we have visuals on the client
Work cart max speed is temporarily slowed drastically if the engine takes significant damage over a 10 second timespan. Slowed state lasts 10 seconds. No visuals on the client yet.
Add world.rendertunnels to export the map's tunnel texture to a file
No processing is done on this so it's not directly usable
1. It's black and white - ignore all channels except red
2. There's no scale option for the command - it will always give a 2048x2048 texture, so manual scaling is required
3. When overlaying on top of the map, this texture extends beyond what rendermap gives (by like 25% or so? think it depends on map size)
Fix train tunnel marker icon (prefab change got stomped)
Fix train tunnels not rendering after reconnecting to a server sometimes
Make sure the workcart.entity merge was clean
Reduce work cart top speed and acceleration based on health, starting at 40% health and below.
Fixed top floor door behaving inconsistently on static elevators (ElevatorAtFloor wasn't working correctly at the top)
Buttons in elevator shafts now read "Call Elevator" when interacting
Fixed elevator doors not opening if you called an elevator from the floor it's currently on
S2P entrance monument
reapply workcart.entity sound changes
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more workcart sounds + sound polish
NRE fix
Comment out DDraw in TrainEngine.Server
Server/Editor only OnDrawGizmosSelected in AIMovePoint
Elevators will no longer move if you go up or down a floor and you're at the top or bottom of the shaft
Fixes screen shake bounce happening when the elevator hasn't moved
better respawn times for tunnel dwellers/npc dwellings
Train cabin warning system now also detects barricades. Barricades register with the track they're sitting on.
T-junction and junction prop dressing to make them feel less empty
Added some signs to train_tunnel_dobule_str_a
adjusted spawn rates for workcarts
smooth workcart handle movement
workcarts decay and respawn properly
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
Fixed vent jumping issue in entrance mesh
Fixed collider details missing from roof on entrance collider
Improved collider accuracy on bottom of stairwell lift shaft
Fixed grass spawning inside entrance
Updated warning signs in train tunnel stops
Tweaked backlit sign materials to blend in better
Signs generic texture/material update
fixed one dwelling spawn too many in 72m segment