branchrust_reboot/main/Workcartcancel
674 Commits over 273 Days - 0.10cph!
Additional sign meshes and prefabs
much improved train barricades + read/write
m92 slightly increased AI range
Added warning signs to train_double_stop_a
TunnelDweller - reduced overall spawns, reduced loot
puzzlereset for tunnel NPCs/loot
Awful fix for "Tunnel clipping into the stairwell"
Generic signs meshes/prefabs
Added a simplified collider to the stairs in train_stop_b
fixed cover points not being removed properly
Capping holes in corridor_straight_18m
corridors set dressing and cover pass - kept empty spaces around NPCDwelling spawns
Tweaked overpass cables a little bit more
Attempt at fixing flickering cables in overpass modules
Reworked Workcart lighting
Update to workcart model:
removed decals from bottom so Petur can place lights without it being awkward.
offset other decals that were previously flickering.
Had a look at the missing LOD0 headlights but everything seems okay?
Fixed
59114 (Increased train tunnel nobuild volumes slightly)
Increased entrance culling distance - was lumped into the corridor tweaks earlier by mistake
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
Moved track splines on the four-way junction to the root level, fixing trains not being able to ent spawn there
AIInformationZone and AIThinkManager are IServerComponent
Train tunnel topology map tweaks
Increased train tunnel nobuild volumes slightly
Improved gib positioning for conditional models on building blocks (particularly stone foundation)
Added placeholder explosion effect to work cart destruction
Add rottingflies.hide admin convar to disable flies pfx
Add hurt trigger speed-based damage multiplier to the work cart
Increased proximity warning max dist from 250m to 325m
Update the dashboard monitor when the trains comes back alive from repair
Work cart is now repairable (even from destroyed state)
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu)
Fixed go to top/bottom using the same description phrases as the single floor option
Support an optional icon on monument map markers + add train icon on train tunnels
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
Extend the bounds to render for train tunnel maps because tunnels under the ocean were getting cut off (need to confirm if it's enough though)
Added IsAtAStation bool to BaseTrain
Smoother operation at junctions for trains running in reverse
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
improved stairs collider on the entrance
Added office and break room signs
Added them to the train stops
Sign texture tweaks
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other
Fixed negative scale values on lights