branchrust_reboot/main/rail_network_linkcancel

164 Commits over 123 Days - 0.06cph!

7 Months Ago
Merge from main
7 Months Ago
Fixed train tunnel rail entrance sometimes spawning too close to monuments
7 Months Ago
Made triggers fit slopes better to fix broken terrain collisions Tweaked environment volumes to make transition between underground and aboveground smoother
7 Months Ago
Fixed rail link sometimes overlapping elevator shafts
7 Months Ago
Added heightmap mesh for the second entrance
7 Months Ago
Merge from main
7 Months Ago
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
7 Months Ago
Fixed train signal lights at low LODs
7 Months Ago
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
7 Months Ago
TrainSignal class cleanup
7 Months Ago
Reduced garbage gen in RefreshLightState to zero
7 Months Ago
Second tunnel entrance progress / LODs/ collision /prefab changes
7 Months Ago
Merge TrainSignals -> rail_network_link
7 Months Ago
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
7 Months Ago
Finished second tunnel entrance variant LOD0 Added a vertex AO pass to both entrances Material tweaks
7 Months Ago
Removed "Apply Vertex Color" from Blend4way, can't overlap with blendWeights
7 Months Ago
merge from shader-stdblends-extended
7 Months Ago
Merge Main -> rail_network_link
7 Months Ago
Merge from shader-stdblends-extended
7 Months Ago
Merge from shader-stdblends-extended
7 Months Ago
Merge from shader-stdblends-extended
7 Months Ago
Set a smallish default world size on ProceduralMapRailSimple
7 Months Ago
Train signal script
7 Months Ago
Train signals are now entities (but they don't do anything special yet)
7 Months Ago
Rebuilt rail splines again
7 Months Ago
Second entrance mesh progress
7 Months Ago
Second train tunnel entrance progress Setup a basic prefab for the second entrance tunnel variant
7 Months Ago
Slightly tweaked entrance terrain to fit the second entrance variant
7 Months Ago
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
7 Months Ago
Rail keeps more distance from monuments
7 Months Ago
Set the missing material in the entrance prefab
7 Months Ago
Added missing concrete pavement material
7 Months Ago
Regenerating all rail splines
7 Months Ago
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
7 Months Ago
Adding back prevSign workaround
7 Months Ago
Better TerrainPath cliff and decor topology handling
7 Months Ago
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail) GenerateRailLayout cleanup for BlockedPointsAdditional TerrainPathConnect center point calculation fix in GenerateRailLayout Removing prevSign workaround from GenerateRailLayout
7 Months Ago
Pathfinder directional algorithm updated to new heuristic
7 Months Ago
PathFinder int overflow fix that led to crazy paths
7 Months Ago
Indentation fix
7 Months Ago
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7 Months Ago
Don't spawn train tunnel rail entrances if no above ground rail exists
7 Months Ago
Enforce larger distance between train tunnel stations
7 Months Ago
Train tunnel rail entrance nobuild volume
7 Months Ago
Train tunnel rail entrance can only replace train tunnel grid pieces that are replaceable (i.e. not underground train stations)
7 Months Ago
Entrance z-fighting fix Fixed broken vertex colors on train tunnel pavements
8 Months Ago
Merge from main
8 Months Ago
Better left / right connection in GenerateRailLayout
8 Months Ago
Train tunnel terrain / topology check improvements
8 Months Ago
Tunnel entrance terrain check tweaks