branchrust_reboot/main/rail_network_linkcancel
58 Commits over 62 Days - 0.04cph!
Updated train tunnel entrance terrain check
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
Fixed missing rail connections to tunnel entrance after
87807
TerrainPlacement supports being on a child object with a positon / rotation offset
Train tunnel rail entrance terrain setup
Fixed pivot position on one of the slopes LODs
Created proper LODs and colliders for all 15m tall slope pieces
Added lights to their prefabs
When generating rail layout, ensure one rail connects "left" and the other one "right"
Added monument topology to train tunnel entrance (only the test prefab)
GenerateRailLayout uses higher PushMultiplier
Fixed train tunnel entrance overlap with monuments
Removing PlaceMonumentsRailside from World Setup prefab
Increased GenerateRailLayout push multiplier
Trainyard is now placed together with the other large monuments
Added PathFinder.PushPointsAdditional and PathFinder.BlockedPointsAdditional
Better handling of multiple connection points close to each other when generating rail layout
Added monument topology to the entrance scene
Train tunnel entrance scene
Tweaked alignment of rail connection nodes in train_tunnel_double_entrance_36m prefab
Increased the minimum distance between underground rail entrances
Trainyard spawn improvements
GenerateRailLayout no longer ignores certain connection points, leading to intersecting rail
Try to place 2 underground rail entrances
Slightly better selection of underground rail entrance placement positions
Added a final blend layer to the entrance to simulate large scale AO and dirt
Some prefab tweaks
PathFinder uses better heuristic with and without diagonals
Fixed fishing village placement performance issue
Added ProceduralMapRailSimple
Updated entrance prefab with dressing and lights
Fixed some mesh errors
Train tunnel entrance mesh progress
Removed some extra files that were comitted by mistake
Merge from uv123-tangent-basis-fix
ProceduralMapRail changes for testing
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
Mesh cleanup and LOD setup for slope transitions
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
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
Raised locomotive collision triggers, to let it handle the new steep slopes
Fixed CompassUI constant complaining in scenes with no terrain
More agressive slope angles for testing