branchrust_reboot/main/rail_network_linkcancel

58 Commits over 62 Days - 0.04cph!

Today
Updated train tunnel entrance terrain check
Today
Train tunnel entrance icon
Tweaked entrance mound heightmap to get rid of the gaps Extended the lip around the mesh to help with hiding gaps Tweaked the blend map to generate flat terrain in front of the entrance
Today
Fixed missing rail connections to tunnel entrance after 87807
Today
TerrainPlacement supports being on a child object with a positon / rotation offset
Today
Train tunnel rail entrance terrain setup
Entrance collider
Yesterday
Entrance LODs
5 Days Ago
Fixed pivot position on one of the slopes LODs
5 Days Ago
Created proper LODs and colliders for all 15m tall slope pieces Added lights to their prefabs
5 Days Ago
When generating rail layout, ensure one rail connects "left" and the other one "right"
5 Days Ago
Added monument topology to train tunnel entrance (only the test prefab)
5 Days Ago
GenerateRailLayout uses higher PushMultiplier
5 Days Ago
Fixed train tunnel entrance overlap with monuments
5 Days Ago
Removing PlaceMonumentsRailside from World Setup prefab
5 Days Ago
Increased GenerateRailLayout push multiplier
5 Days Ago
Trainyard is now placed together with the other large monuments
6 Days Ago
Added PathFinder.PushPointsAdditional and PathFinder.BlockedPointsAdditional Better handling of multiple connection points close to each other when generating rail layout
6 Days Ago
Added monument topology to the entrance scene
6 Days Ago
Train tunnel entrance scene
7 Days Ago
Tweaked alignment of rail connection nodes in train_tunnel_double_entrance_36m prefab
7 Days Ago
Increased the minimum distance between underground rail entrances
7 Days Ago
Prefab updates
7 Days Ago
Trainyard spawn improvements
7 Days Ago
World Setup tweaks
7 Days Ago
GenerateRailLayout no longer ignores certain connection points, leading to intersecting rail
7 Days Ago
Try to place 2 underground rail entrances Slightly better selection of underground rail entrance placement positions
7 Days Ago
Added a final blend layer to the entrance to simulate large scale AO and dirt Some prefab tweaks
7 Days Ago
PathFinder uses better heuristic with and without diagonals
7 Days Ago
Fixed fishing village placement performance issue
7 Days Ago
Added ProceduralMapRailSimple
7 Days Ago
Merge from main
9 Days Ago
Updated entrance prefab with dressing and lights Fixed some mesh errors
9 Days Ago
Train tunnel entrance mesh progress
14 Days Ago
Removed some extra files that were comitted by mistake
14 Days Ago
Merge from uv123-tangent-basis-fix
20 Days Ago
Proof of concept
21 Days Ago
Merge from main
26 Days Ago
Merge from main
28 Days Ago
ProceduralMapRail changes for testing
29 Days Ago
Merge from main
56 Days Ago
Tweaked train tunnel materials that rely on the oil_rig_trims textures. Attempted to make them look like how they did originally before the texture changes Added oil_rig_trims_alt_spec texture
58 Days Ago
Mesh cleanup and LOD setup for slope transitions
2 Months Ago
Missing files
2 Months Ago
Created new slope mesh variants for testing at different steepness levels (18, 15 and 12 meters high) Created prefabs with collider setup for all of the above variants Created a playable test scene with each slope variant present
2 Months Ago
Reduced the effect of gravity on trains to 50% of a realistic value (instead of 100%). Allows locomotive to get up the new steep tunnel slopes
2 Months Ago
Raised locomotive collision triggers, to let it handle the new steep slopes
2 Months Ago
Fixed CompassUI constant complaining in scenes with no terrain
2 Months Ago
More agressive slope angles for testing
2 Months Ago
Merge from main