branchrust_reboot/main/WorkCartcancel
722 Commits over 395 Days - 0.08cph!
Don't ignore collision on what's already going to be a compound collider
Material edit. Made work cart glass more transparent
Updted how work cart damage effects trigger
Adjust low and medium engine speed settings
Fixed train wheel rotation visuals
Activate headlights by default when work cart engine startup completes
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
Damage train when hitting barricade
Reduce train speed a bit more when a barricade is hit
LODComponent compile fix for SERVER
Train barrier collision handling
Initial work on destroyable barricade for tracks
Made train stop lighting slightly brighter
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
readying the connection to train platforms
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)
Fix train_track_3x9 spline
Remove garbage gen in CheckAssignCollider
Concert collision contacts loop to be garbage-free
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
Let manifest builds regenerate world splines
Revert accidental changes to deployable elevator
S2P tunnel entrance, run some more DoPrepare
Fixes missing top elevator at tunnel entrance
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
Prefab updates (OnlyVisibleUnderground tag)
OnlyVisibleUnderground tag
Fairly terrible system to hide train tunnels unless inside underground environment volume
Finished the light setup
Fixed objects with negative values
Fixed objects that did not cull
Various other prefab tweaks and fixes
raised lift button box to be easier to use
updated call buttons positions in lift prefab
added missing elevator call buttons to 1200 segments
detail pass on stairwell elevator model
Static elevator lift prefab fixes
Added elevator prefabs to corridor / entrance prefabs
Fixed Elevator NREs when CableRoot or CableLod were not set
Split static elevator into top / floor prefab
Updated mesh on static elevator lift prefab
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
Removing Elevator.PostServerLoad Debug.Log
Merge from static_elevator
Removing unused stair pieces prefabs
More temporary colliders for playtesting
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting
Temporary colliders
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