13,122 Commits over 2,800 Days - 0.20cph!
Thickened side colliders on taxi module and both armoured modules, to reduce client-side gunshot hits through the walls (server-side was already OK).
Cherry pick 2-module passenger fix
Increase taxi module glass strength
Added taxi window glass gibs. Reassigned a couple of other glass gibs that had lost their assignment in a merge somewhere
Fix minor glass conditional bug
Another fix on TakeCollisionDamage
Simplify TakeCollisionDamage script
Roadsigns now take collision damage from vehicles
Fix glass renderer health conditional values not matching the collider conditionals
Adjust roadsign entity bounds. Fixes missed hits
Merge modular car taxi module branch to Main
Prevent swapseats from a taxi module to a module with locked doors
Taxi module doors are now always unlocked, even on cars with a lock
New ModularCarSeat vehicle seat subclass. Working on making the taxi doors always unlocked.
Edit trade box drop velocity
Taxi module trade dropbox now fully functional
Having the trade box as part of the car, as we do with the fuel/engines/other storage, is a problem as only the base car entity is passed to the server and the server doesn't know exactly which storage compartment the client is interacting with. Therefore it's not possible to have e.g. the engine and storage locked but the trade box open. Trying it with the interaction on the trade box itself instead.
Change taxi module script to storage type. Add trade sub-entity prefab
Assign the correct prefab to the taxi item
Add new presets to the chassis entities
Added two taxi module vehicle presets
Remove random modular spawner since it's broken and unused by anyone except me
Added missing module types to the randommodular prefab
Added taxi module item and icon. Set module parameters. Manifest update. Test map edit just to include a taxi module.
Initial create branch for taxi module
Workcart movement progress
Fixing train movement bugs
Fixed workcart glitching out when moving in reverse onto a previous track section
Work cart now has basic driving movement, follows along the train track spline
Fixed world space calculation of spline points and tangents. All track sections now find their next/prev sections correctly
Refactoring, more track work
Assign train to tracks separate for front vs. rear wheels
Have the train detect the track section it's on
Train track collator now working correctly with any track orientation
New CollateTrainTracks script can run at world gen time to collate all train track segments in the scene into complete tracks. Still WIP as it's missing handling for rotated track pieces
Adjust mount point to new workcart seat position
Merge cloth_test to Halloween_2020, subtracting the two previous merges from Main
Merge subtractions of
55342 and
55412 back to cloth_test
Subtract
55342 merge from Main
Subtract
55412 merge from Main
Spline type option. Set all to "Train Track".
Set up accurate splines for all existing track pieces
Added custom tangent support to WorldSpline. Allow PathInterpolator to accept custom tangents. Allows for any curve without having to add more points
Added WorldSpline script with editor visuals on the curve (cubic hermite), using the existing PathInterpolator as a base.