branchrust_reboot/main/rail_networkcancel
80 Commits over 59 Days - 0.06cph!
Don't collate train tracks on the client, it's unneeded
Test map collates train tracks
Added support for train track splines to connect to themselves when collating, making one continuous loop
Merge Main -> Rail Network
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Fixed WorldSpline build compile (remove #if UNITY_EDITOR check)
Powerline prefab topology updates (now add building topology around them, instead of old powerline topology)
Better ring rail / ring road corner postprocessing / smoothing
Keep rail straight at rail / road intersections
Added rail / railside topologies
Fixed WorkCart height on above-ground tracks, and collision issues with above-ground tracks. Work Cart now drivers properly above ground with collisions enabled
Added an improved TrainIsland scene
Merge Main -> rail_network
Merge TrainOnRails -> rail_network
Rail terrain adjustments and mesh generation are done before the road ones (to match their layout / generation order)
Increased rail ring smoothing parameters
Added rail ring corner postprocessing to road ring as well
Postprocess rail ring corners to smoothen their curves
Rail and road are allowed to go next to each other, but not on top of each other (other than for crossings)
Generate rail before road (since roads are allowed tighter turns than rails, so they can react better to crossings)
Adding a procgen specific railroad segment model. LODs are specifically keeping more segments than static counterpart to retain curve bending.
Initial tests (don't get too excited, this is never going to work)