115,256 Commits over 3,959 Days - 1.21cph!
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Finished internal colliders
Finished collider setup for the whole exterior
Detail collider work. Added a convex end cap mesh.
Some initial vehicle model and collider setup for SubmarineDuo
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If the train is travelling in reverse and the rear wheels have already gone across to a new spline section, force the front wheels to "select" that track piece instead of letting the player choose left/right, which previously could snap the rear wheels to the wrong piece if the front wheels aren't across yet.
Fix front track section selection bug
Renderscale in post fx stack
Fixed ceiling colliders in the rocket factory building
Fix for the rocket factory scaffolding looking flat at low shader level
Fixed mesh gaps on pipe_a set
Added set terrain splat modifier to iceberg prefabs to prevent dirt from appearing on the icesheets
Updated iceberg_6 fbx to fix holes on LOD1
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Fixed several issues arising from not enough anchors on some cliff prefabs, leading to holes
Fixed gap between cliffs at ice_lake_4
setup AIZ sleeping on most AI monuments
merge from sleepwakemerge
Add ai.sleepwakestates console command.
Removed some debug log.
Fixed watercatcher UI drinking
WIP timeline layout changes
Fixed a shot looping issue
Added WorkCart cover models to the main LOD script, removed the extra Renderer LOD scripts they had
Clear the hazard flag properly at the time when we stop checking for hazards
Fix light visuals getting set twice
Fix WorkCart rear brake sparks playing on Awake
Fixed line in process sometimes not appearing (pooling issues)
Code review: Use a tick method that only runs while a train is moving, instead of using LateUpdate
Can't change colour while a line is in process
Increase the minimum threshold for train collision damage so the train definitely doesn't taking any damage when hitting barriers at low speed
Fix train brake FX not showing when travelling in reverse and throttling forward
Use reload instead of RMB to open colour menu
Clean up brake and spark code on workcart, mainly so that we can use the spark FX for junction transitions as well