branchrust_reboot/main/Workcartcancel

674 Commits over 273 Days - 0.10cph!

5 Years Ago
Tunnel stop sign tweaks
5 Years Ago
Set dressing stairwells
5 Years Ago
Added backlit signs to stops Tweaked sign materials
5 Years Ago
Disabled long flares on all corridor/stairwell lights Reduced LOD distance on fill lights
5 Years Ago
Dressing/Cover pass on the tunnel entrance scene
5 Years Ago
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)
5 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
5 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
5 Years Ago
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
5 Years Ago
halved culling distance on corridors/stairwells modules
5 Years Ago
Added black/white variants of the backlit signs Tweaked text size/position on monument name signs Various other sign tweaks
5 Years Ago
Revert previous changeset due to bug
5 Years Ago
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
5 Years Ago
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
5 Years Ago
Removed postit note (again?!) included headlights in export.
5 Years Ago
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.
5 Years Ago
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
5 Years Ago
Added ability for trains to destroy barricades by pushing on them
5 Years Ago
Fix artifacts on the train tunnel overlay
5 Years Ago
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
5 Years Ago
If a workcart explodes, kill the driver.
5 Years Ago
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
5 Years Ago
Backlit signs / meshes / textures / prefabs
5 Years Ago
Automatically render the tunnel map
5 Years Ago
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
5 Years Ago
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)
5 Years Ago
converted some more lights prefabs
5 Years Ago
Train tunnel prevent building volumes
5 Years Ago
Lighting pass on tunnels corridors and stairwells Replaced neon lights for loded flare ones
5 Years Ago
Fix MonumentSignText disabling itself
5 Years Ago
Merge from signage branch
5 Years Ago
unused materials delete
5 Years Ago
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
5 Years Ago
Fixed world not properly spawning on first connect
5 Years Ago
Offset decals to combat decal flickering
5 Years Ago
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
5 Years Ago
Committing everything that changed from a game manifest update (build times)
5 Years Ago
WIP rendering tunnels on the map
5 Years Ago
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.
5 Years Ago
Remove gibbable component (static elevator lift is immortal) Cleaned up some colliders and fixed physics surface
5 Years Ago
Fixed jittering when travelling down in the static elevator
5 Years Ago
Enable read/write on Workcart gibs
5 Years Ago
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.
5 Years Ago
Minor refactor
5 Years Ago
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
5 Years Ago
WIP for pushing against a static barricade to damage it. Will come back to finish this later
5 Years Ago
Compile fix
5 Years Ago
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.
5 Years Ago
Material name fix
5 Years Ago
Merge Main -> Workcart