branchrust_reboot/main/save224cancel
58 Commits over 0 Days - ∞cph!
train couple/decouple sounds
train wagon movement sounds
Cherry pick growable_optimsations
Show gib warning/errors even if the overrides section is closed
Don't show the update effect bounds button if the effect bounds are already correct
Fixed some trigger positioning on the wagons
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Added requested server convars:
- trainskeeprunning: If true, trains don't automatically stop when there's no-one on them. Default: false.
- stop_all_trains: Stops the engines of all train engines on the server.
Manually improved gib sizes on TrainWagonA and TrainWagonB
Sync and shrink gib overrides for train wagons
Fix spawn gibs in scene editor button not working while the game isn't running
Better uncoupling, still needs some work
Fixed missing train wagon material
Added train wagon gibs
added black version of oilrig_trims_diff texture
added black/darker versions of the workcart material set
(WorkCart Black/WorkCart Dark 2/WorkCart_Decals_black)
Work cart DIY attachement prefab
Bug fixes for track speeds after collisions
subtract
70384 junkpile fixes
Reduced max coupling speed to 7.5m/s
Fixed wagons zooming off at a bajillion km/h when a Work Cart hits them at high speed
Trains now keep running if there's a player on ANY of the train's carriages, not just on the work cart that's checking
Fixed wagon parenting triggers not working
Merge from offiicial_server_analytics
Increase train spawn pop default a bit, to 0.85
Trains can now detect if static (as in non-moving, not necessarily actual static) obstacles that they've backed off from have been destroyed, allowing the train to continue. Previously this required the train to reverse direction momentarily first.
Added additional wagon ladder volumes for the new ladders
Gib wagons immediately when destroyed + reduced above-ground Work Cart "corpse" time from 10 minutes to 1 minute + OnKilled bug fixes
New system for junction selection, gives correct left/right track selection at any junction. Also made sure the main rail loop is always the default selection at a siding junction, even if the siding is actually the straightest route.
Revert
70405 for the moment, as it breaks navigation on some of the underground junctions
Updated rail spline visualisation
Fixed NRE when spawning a world too small for the rail loop
Changed how direction is selected in junction splits. Fixes above-ground junctions that took the wrong inputs
Added missing train wagon material
- Reduced above-ground WorkCart max speed a little
- Allow successful train car coupling at "medium" work cart speed
Merge Spawning -> Save224
Fixed edge case that could cause exception at level load
Updated train wagon modules with LODs and proper colliders
Rebaked train normal map to fix errors
Dialed back roadside / railside bush density by 40%
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Temporarily removing junkpile_j from spawn list, since the prefab appears to be corrupt since the AI fix merge
Fixed edge case with side rail meeting main rail at extremely steep angle
Fixed edge case with side rail meeting main rail at extremely steep angle
Fixed junkyard keycard not respawning
merge from setdestination spam fix
merge from junkpile ai fixes
Track selection takes all engines' inputs into account
Always load initially in uncoupled state
Added max_couple_speed convar. Removed my train pop convars - not sure how we'll set these up yet.
S2P compound and water treatment
Mark above-ground rail siding TrainTrackSplines as aboveGroundSpawn = true