userBill Bcancel

7,704 Commits over 1,765 Days - 0.18cph!

4 Months Ago
Compile fix
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4 Months Ago
Requested: Increase hazard warning activation minimum speed. Now doesn't activate until the driver's train is travelling at 4.5m/s (was 2m/s), which is above the Low throttle setting speed
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4 Months Ago
Bail out if GetTotalPushingMass gets too recursive
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4 Months Ago
Cancel the ActualDeath invoke if the work cart is repaired
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4 Months Ago
If work cart travels very fast on listen server, the server side train sometimes collides with its client side self, causing massive damage. Stop hitting yourself.
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4 Months Ago
Early exit from SpawnGroup if there's no terrain (fixes NRE)
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4 Months Ago
Change boat push check to an actual velocity check instead of a rigidbody sleep check
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4 Months Ago
Merge Workcart -> Experimental
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4 Months Ago
Collider distance calculation fix
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4 Months Ago
Merge Workcart -> Experimental
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4 Months Ago
Temporary engine slowdown from damage enabled and fully working. Shows infoon monitor + damage FX. Some other engine bug fixes.
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4 Months Ago
Disable the engine slowing for now until we have visuals on the client
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4 Months Ago
Work cart max speed is temporarily slowed drastically if the engine takes significant damage over a 10 second timespan. Slowed state lasts 10 seconds. No visuals on the client yet.
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4 Months Ago
Make sure the workcart.entity merge was clean
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4 Months Ago
Reduce work cart top speed and acceleration based on health, starting at 40% health and below.
comment1 Comment
4 Months Ago
Train cabin warning system now also detects barricades. Barricades register with the track they're sitting on.
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4 Months Ago
Moved track splines on the four-way junction to the root level, fixing trains not being able to ent spawn there
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4 Months Ago
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4 Months Ago
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4 Months Ago
Added placeholder explosion effect to work cart destruction
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4 Months Ago
Hurt trigger setup
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4 Months Ago
Compile fix
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4 Months Ago
Add hurt trigger speed-based damage multiplier to the work cart
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4 Months Ago
Increased proximity warning max dist from 250m to 325m
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4 Months Ago
Update the dashboard monitor when the trains comes back alive from repair
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4 Months Ago
Work cart is now repairable (even from destroyed state)
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4 Months Ago
Subtract icon change commits, return all item icons to their previous appearance.
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4 Months Ago
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
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4 Months Ago
Added IsAtAStation bool to BaseTrain
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4 Months Ago
Smoother operation at junctions for trains running in reverse
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4 Months Ago
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
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4 Months Ago
Revert previous changeset due to bug
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4 Months Ago
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
comment1 Comment
4 Months Ago
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.
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4 Months Ago
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
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4 Months Ago
Added ability for trains to destroy barricades by pushing on them
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4 Months Ago
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4 Months Ago
If a workcart explodes, kill the driver.
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4 Months Ago
Merge Workcart -> Experimental
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4 Months Ago
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
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4 Months Ago
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
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4 Months Ago
Enable read/write on Workcart gibs
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4 Months Ago
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
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4 Months Ago
Minor refactor
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4 Months Ago
Workcart spawn changes: - Don't snap to track based on collision with it; look in a sphere near the wheels instead - Snap reliably to the exact track position the train is sitting on - Look for track on initial spawn only. If we're derailed, we're not getting back on
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4 Months Ago
WIP for pushing against a static barricade to damage it. Will come back to finish this later
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4 Months Ago
Compile fix
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4 Months Ago
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
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4 Months Ago
Material name fix
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4 Months Ago
Merge Main -> Workcart
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