13,129 Commits over 2,800 Days - 0.20cph!
▅▋▊▋ ▆█▌▅▌▋▉ ▇▇▌▆ ▆▊▊ ▊▆█▅▊ ▊█▋▆▄▍▋▆
▅▅▆▆ ▇▊ ▍▅▊▍▅▋▄▋▌, ▄▋█▊▉▆▋▆ ▍ ▆█▉▋█▅▉
▉▇▅▊ ▄▄▉▊▆ ▌▍█ ▍▆▋▅▉▉▉▇ ▌▍▋▍▍▉
▇▍▉ ▍█▄▄▊▆▍▄▅█▄▅▅▅▊▇▆▋ ▄█▅▆; ▇▄▍▇ ▆██-▊▊▋▉█▄▋█ █▄ ▄▆▍▌▌ ▄▅▅ ▋▆▆▉█▇▉▇ ▋▄▍▄▆ ▍█▉▉▋▆ ▊▋ ▄▌▌ ▋▋▍▅▆▇ ▉▄▋▆ ▉▆▅▄▆▇▄▄▇▋█ █▋▄▋, ▇▆▄▋▉█▊ █▇▋ ▋█▇ ▅█▉▍▆▄█ ▆█▉▉▍. ▉▊▋▄█▇▍ ▌█ ▍▄█ ▆▆▋▍ ▋▋ ▆█ ▍ ▊▌▌▆▉▅▊▊▉▍▋█▌▍▋▌▇▍ ▇▌▊▍ ▆▇▄ ▊▄▇██ ▊▆▅▍▌▋ ▍▌▌▆ ▆▅▌ ▍▆▍█▆▍▅█▌▍▊ ▆▋▊▉ ▅ ▌▄▇▅▅.
▆▊▍▆▌ ▄█▊ ▆▍▅▍▍▍ ▉▅▋▊ ▅▅▋▄
▊▇▆▄▇▅▍ ▅▅▉▇ ▅▆ ▇▌▉▇ ▄▄▋▉▋▍▍▇▉▇
Simpler SAM site check for now. Keep the check of whether the HAB is inflated, but remove the checks for vehicle occupancy.
Merge SamSiteVsHAB -> Main. SAM sites now ignore uninflated hot air balloons, and ignore grounded vehicles with no one inside (airbourne HABs or helis with no one inside are still targeted).
Sam sites no longer target grounded minicopters with nobody mounted. When in allTarget mode, all grounded vehicles with no one mounted are ignored.
OLD BEHAVIOUR:
- alltarget ON targets all BaseCombatEntities nearby at a higher elevation
- alltarget OFF targets any Hot Air Balloon/Minicopter/Scrap Heli nearby at a higher elevation
NEW:
Same as above, but both scenarios have an additional check to only fire on vehicle targets if they have someone mounted OR they are an air vehicle that is currently in the air
SAM site don't target Hot Air Ballons that aren't inflated
Update SamSite "allTarget" var description to be more accurate
Merge WorkcartRotation -> Workcart
Flip everything around in code to cover the rotated train
Update glass and glass FX to new rotation
Merge CarLockTooltipEdit -> Main. Don't show the car lock tooltip so often.
▆▉█▇█ ▆▆▄▆▍▆▆▆▄▄▉█▇▇▍▄▄▄▊▄█▇ -> ▋▆▉▉. ▆▆▌▆█▍▆▆ ▍█▋▇▍ █▉▍▌▄▉▆ ▇▆▊▌▅█▌ ▇▄ ▍▉▌▋█▄▍█ ▌▊▉▅▄▇▉ ▆▋▅▆ ███▊▊▆▅ ▍▉ ▍▅▍ ▄▍▆▄▌▍▉ █▇▊ ▉▄▇ ▍ ▄▆▌▅ ▉▇▇ ▊▌▊ ▉▌▅█▇▄ ▇█▊▋ █▅▌ ▇▋▇▆ ▊ ▌▌▌. ▇▇▋▅▌ ▅██▋ ▊█▅▊▉▍▌▄▅▇ ▆▅█▊█ ▍█▉▇ ▆▅ ▋▌▄▋▆ ▉▇▇█ ▌▌▍ ▍▅▄▄▆▋▋ ▉▅ █ █▉▊▍▋▇ ▆█▉▄▆▉▍▊ ▅▌▆▇█▋▋ █▇▅██▇ ▌▆▋▊▊▄▆▇ █▅ ▇▌▄▄▄ ▇▌ ▋▇▆ ▇▍██ █▄▇▊▍▅.
Improved data index system for the world splines. Fixes new data getting generated sometimes by re-scanning for existing data. Also allows different prefabs with the exact same spline data to share the same data.
Merge Workcart -> WorkcartRotation
Allow player to see the tooltip for as long as they're looking at the lock. Only start the timer until it shows again when they look away.
Only show the info on how to break a car's lock at most once every five minutes, instead of every time the player looks at the lock (fixes it showing up too much if e.g. a player who doesn't have access is riding on the back in a flatbed)
Added profiling for train code.
Merge /Workcart/SharedSplineData -> /Workcart
Another major refactor to the spline data. Use one single central SerializableObject to store data on all splines. And instead of calculating all the lookup tables at runtime, precalculate everything and store it in the SerializableObject itself, so at runtime the whole thing is a simple lookup. Delete the PathInterpolatorLUT class and handle it all in WorldSplineData.
Fixed 72m trail tunnel stop spline not going all the way
All shared track section data now stored in automatically-generated separate ScriptableObjects
Update track collation description
Attempting to break out the shared components of the world splines, so that shared spline data can be saved per prefab instead of per spline instance. Not using true shared data yet, but shared vs. not shared and local vs. world are now split out
▊▊▇▉▊▄▇ ▊▄▄▉█ ▄▍▊▅▉▅▉ █▉▆▉▊▇▇ ▊▉ ▉▉█▌▍▉▆█ ▆▉▅▍▍▋▅ █▉▊▆ ▍█▆▍▋▄▇ ▇▇ ▅▋▆ ▇▇▌▄▉▉▋ ▉▉▊ ▆▍▍ ▍ ▊█▌▅ ▄▄▊ ▄▋▅ ▇▉▋▋▉▅ ▍▇█▇ ▋▉▅ ▋▊▌▌ ▅ ▋▆▆. ▆▄▋█▌ ▉▆▄▊ ▉▆▊▊▊▍▌▍▍▇ ▋▌█▊▆ ▅▇▄▉ ▅▆ ▉▇█▍▅ ▉▍▇▊ ▉▋▇ ▋▌█▌▉▅▊ ▍▌ ▅ ▇▉▇▋▇▉ ▇▉▉▊▌█▍▍ ▆▊█▇▍▊▆ ▌▍▉▋▌▋ ▆▌▍▌▅█▇▍ ▍▉ ▇▆▇▍▄ ▄▄ █▇▌ ▉▉▌▊ ▇▄▅▍▉▉.
Fix colliding train not moving after side collision train moves away
WorkCart now handles side-on collisions with other trains at crossings
Minor edits to collision handling
Increase collision damage, remove unused var
Set up a perpendicular rail crossing on my test map
Fixed snow machine not adapting its collision mesh on the server if in listen-server mode
Have the snow machine create a collision mesh on the server as well as the existing collision and visual meshes it generates on the client. Allows sled to work on snow machine snow (previously only worked on listen server)
Fix socket check against snow machine terrain still not working sometimes (let it cast 0.1m further)
Fixed sled not being placeable on snow machine snow - TerrainCheck sock now checks "Terrain" layer as well as "World"
Apply the effect of gravity on sloped track
-Only allow mounting WorkCart when already standing on its platform (prevent drive-by mounting by jumping at the right moment)
-Fix bounds.Contains use, since it's AABB only, not rotated (Unity pls)
Add mount passthrough on WorkCart glass entity, so the player can still mount when looking at the windows.