branchrust_reboot/main/WorkCartcancel

722 Commits over 395 Days - 0.08cph!

4 Years Ago
Don't ignore collision on what's already going to be a compound collider
4 Years Ago
Material edit. Made work cart glass more transparent
4 Years Ago
Updted how work cart damage effects trigger
4 Years Ago
Test map edit
4 Years Ago
Adjust low and medium engine speed settings
4 Years Ago
Fixed train wheel rotation visuals
4 Years Ago
Activate headlights by default when work cart engine startup completes
4 Years Ago
merge from main
4 Years Ago
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
4 Years Ago
4 Years Ago
Damage train when hitting barricade
4 Years Ago
Reduce train speed a bit more when a barricade is hit
4 Years Ago
Remove debug prints
4 Years Ago
Train barricades working
4 Years Ago
LODComponent compile fix for SERVER
4 Years Ago
Train barrier collision handling
4 Years Ago
Initial work on destroyable barricade for tracks
4 Years Ago
Made train stop lighting slightly brighter
4 Years Ago
Created unique light prefabs Tweaked fill lights to simulate bounce lights Replaced old lights with new prefabs for all tunnel modules Reduced flare distances Increased fill light distances to prevent the tunnel from becoming dark too quickly Tweak prop dressing Removed static doors from the stops
4 Years Ago
readying the connection to train platforms
4 Years Ago
vertex painting progress
4 Years Ago
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
4 Years Ago
Fix train_track_3x9 spline
4 Years Ago
Remove garbage gen in CheckAssignCollider
4 Years Ago
Concert collision contacts loop to be garbage-free
4 Years Ago
Spline index data update
4 Years Ago
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
4 Years Ago
Let manifest builds regenerate world splines
4 Years Ago
Revert accidental changes to deployable elevator
4 Years Ago
S2P tunnel entrance, run some more DoPrepare Fixes missing top elevator at tunnel entrance
4 Years Ago
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting) Ran DoPrepare on elevator.static.top to fix prefab id
4 Years Ago
Prefab updates (OnlyVisibleUnderground tag)
4 Years Ago
OnlyVisibleUnderground tag
4 Years Ago
Fairly terrible system to hide train tunnels unless inside underground environment volume
4 Years Ago
Finished the light setup Fixed objects with negative values Fixed objects that did not cull Various other prefab tweaks and fixes
4 Years Ago
test map backup
4 Years Ago
raised lift button box to be easier to use updated call buttons positions in lift prefab
4 Years Ago
added missing elevator call buttons to 1200 segments
4 Years Ago
detail pass on stairwell elevator model
4 Years Ago
Static elevator lift prefab fixes
4 Years Ago
Added elevator prefabs to corridor / entrance prefabs
4 Years Ago
Fixed Elevator NREs when CableRoot or CableLod were not set
4 Years Ago
Split static elevator into top / floor prefab Updated mesh on static elevator lift prefab
4 Years Ago
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
4 Years Ago
Removing Elevator.PostServerLoad Debug.Log
4 Years Ago
Merge from static_elevator
4 Years Ago
Removing unused stair pieces prefabs
4 Years Ago
More temporary colliders for playtesting
4 Years Ago
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting Temporary colliders
4 Years Ago
Have the workcart slow down more quickly of its own accord when not in use. So if players jump off it doesn't end up a million miles away from them