branchrust_reboot/main/rail_networkcancel
80 Commits over 59 Days - 0.06cph!
Cherry-pick. Port my compile fix
Merge Coupling -> Rail Network
Separated the train coupling model and added them to the above-ground WorkCart
Allow the above-ground WorkCart bogies to pivot
Matched the above-ground WorkCart controls colour to the exterior (similar to the red variant)
Added above-ground WorkCart prefab variant. Set up different materials on it. Made it save/load.
Merge Main -> Rail Network
Copy the rail spline - fix floating trains after restart
Raised the height of the front and rear collision detectors on the WorkCart. Fixes a few cases where the train would think it was colliding with the ground, e.g. J7 on seed 1051067268 size 4500.
Merge Main -> Rail Network
ProjectSettings fix re previous commit
Merge Main -> Rail Network
Removed TrainIsland scene (it's broken beyond
69624 anyway). Use ProceduralMapTesting instead.
Fixed a number of harsh rail / road intersections
Merge Main -> Rail Network
Removed orphan DebugEx timer
Enabled saving on y temp train and carriage entities
Make sure the wheels start at zero rotation
Update changed wheel bogie positions when received even if the train is off
Fix rear bogie jitter from using world instead of local rotation
Added missing time parameter info
Smoothed out train bogie rotation using the new generic interpolator
Merge Main -> Rail Network
Merge Main -> rail_network
Fixed placeholder train carriage NRE
Remove unused FX from the placeholder train carriage
Fixed spark FX not stopping on train carriage
Updated train carriage colliders, both temp train parent triggers + extra stuff
Merge wheel_tangents -> rail_network
Grass, moss and gravel do not spawn on rail topology
New spawn populations for bushes on railside topology for all biomes to provide cover
Medium sized rocks don't spawn on rail topology
Train tracks textures: balance work on albedo, mipmap seaming countermeasures, fixed AO map showing obsolete data
Updated procgen railroad mesh: up facing vertex normals on the edges
PlaceMonuments takes less time to find the optimal placement (better map generation times in editor and on server, seemingly no downside in terms of monument coverage, but will need testing)
RustNative update (more landmass, less water / islands)
Updating ProceduralMapEmpty
Updating ProceduralMapTesting
Better ring road / rail corner postprocessing
Added railside topology to several placement filters
Adjusted rail ring placement blocking radius (fixes some monuments spawning on top of rails)
Removed warning when spawning workcart on track that's generated at runtime
Fixed rails not spawning on first connect (only after reconnect)
Fixed rails missing from world file
Added a method to TrainTrackSpline to get a tangent from the lookup-table points. Also auto-formatted a few of my train classes to Rust standard formatting.
Ported some train engine code back into BaseTrain for future wheel work