branchrust_reboot/main/Workcartcancel
674 Commits over 273 Days - 0.10cph!
Added backlit signs to stops
Tweaked sign materials
Disabled long flares on all corridor/stairwell lights
Reduced LOD distance on fill lights
Dressing/Cover pass on the tunnel entrance scene
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
halved culling distance on corridors/stairwells modules
Added black/white variants of the backlit signs
Tweaked text size/position on monument name signs
Various other sign tweaks
Revert previous changeset due to bug
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
Removed postit note (again?!)
included headlights in export.
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
Added ability for trains to destroy barricades by pushing on them
Fix artifacts on the train tunnel overlay
Rework the map rendering so we can specify the renderers to use (because the 4-way intersection is set up differently)
Fix map views showing dark mode when they have it disabled
If a workcart explodes, kill the driver.
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
Backlit signs / meshes / textures / prefabs
Automatically render the tunnel map
MonumentSign will now automatically find the closest tunnel entrance and then find the monument closest to that
MapView switch to tunnel mode in EnvironmentType TrainTunnels instead of Underground
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
converted some more lights prefabs
Train tunnel prevent building volumes
Lighting pass on tunnels corridors and stairwells
Replaced neon lights for loded flare ones
Fix MonumentSignText disabling itself
Merge from signage branch
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures
Made ladder volume inside vent less awkward
Fixed world not properly spawning on first connect
Offset decals to combat decal flickering
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
Committing everything that changed from a game manifest update (build times)
WIP rendering tunnels on the map
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
Remove gibbable component (static elevator lift is immortal)
Cleaned up some colliders and fixed physics surface
Fixed jittering when travelling down in the static elevator
Enable read/write on Workcart gibs
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
Workcart spawn changes:
- Don't snap to track based on collision with it; look in a sphere near the wheels instead
- Snap reliably to the exact track position the train is sitting on
- Look for track on initial spawn only. If we're derailed, we're not getting back on
WIP for pushing against a static barricade to damage it. Will come back to finish this later
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.