branchrust_reboot/main/Workcartcancel
                         
                     
             
         
     
    
        
721 Commits over 395 Days - 0.08cph!
    
    
    
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)