branchrust_reboot/main/WorkCartcancel
722 Commits over 395 Days - 0.08cph!
LODs and colliders for stops transition modules
refining greybox set - stairwell and surface building
Updated dungeon_grid_test scene to also spawn the full intersection
Fixed stairwell code regression that was causing corridors not to connect perfectly
Adjusted 180 degree turn prefab so it doesn't clip the stairwell piece
Removing unused corridor prefabs
adding stairwell elevator, refining other pieces
Stairwell bottom piece socket update
Prefab updates to support stairwell pieces
Code changes to support stairwell pieces
shortened the stairwell bottom piece transition tunnel by 1.5m to make it 6m from pivot
train tunnels stairwell pieces greybox and test scene
LOD/COL/Prefab setup for all overpass modules
Fixed tunnel entrance position offset not being correctly eliminated when the tunnel entrance was rotated
Changed tunnel entrance environment volume from underground to building
Tunnel train station prefab updates to include the corridor transition meshes
Tunnel entrqance prefab environment / water / terrain volumes
Updated dungeon_grid_test scene to use the proper tunnel entrance prefabs
Tunnel entrance prefab update to include greybox mesh
Corridor prefab environment / water / terrain volumes
Tunnel corridor prefab updates
Tunnel corridors now align perfectly (snapping start point to the 3m grid horizontally, 1.5m grid vertically, then picking tunnel pieces near the end so everything connects perfectly)
LODs/COL/Prefab setup for train_tunnel_double_str_b_36m
Updated tunnel entrance greybox
Scene updates (added tunnel corridors)
Tunnel station and entrance pefab updates
Initial version of corridor connection between underground train stations and above ground tunnel entrances
Corridor transition greybox
Tunnel entrance greybox
Tunnel corridors greyboxes and prefabs
train_tunnel_double_str_a_36m LODs and colliders
Four way junction meshes, LODs, colliders and prefabs
Finished the tjunction meshes
LODs and colliders for straight single tunnels and double/single tunnel transition meshes
Train tunnel entrance spawn adjustments
Added selection for preferred distance from same and other monument types when spawning monuments
Added selection for preferred road type when spawning roadside monuments
Fixed GenerateDungeons ignoring roadside monuments
Increase Workcart max speed
Add train track collation to dungeon_grid_test
T junction spline setup complete
Setting up track splines for the new junctions + unique track ID fixes
Don't show Workcart health when the player is standing ON the Workcart
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation
Train tunnel pipe transition walls
More spline data saving work
Make WorldSplineSharedData actually update the prefabs properly when regenerating