13,158 Commits over 2,830 Days - 0.19cph!
Allow the above-ground WorkCart bogies to pivot
Matched the above-ground WorkCart controls colour to the exterior (similar to the red variant)
Added above-ground WorkCart prefab variant. Set up different materials on it. Made it save/load.
Merge Main -> Rail Network
Increased magnet crane yaw speed by 20%
Switched magnet crane back to "Normal" animator mode instead of "Animate Physics" on the client. This fixes the slightly jittery yaw movement and makes it absolutely smooth (assuming high framerate). The tradeoff is that it brings back the imperfect sync between the seated driver and the crane. However, with the updated interpolator this seems to be much less of an issue than before.
Merge Main -> MagnetCraneUpdates
Merge Rail Network -> Main. Contains two small/safe fixes:
- Raised WorkCart end colliders so it doesn't hit some specific configurations of rail.
- Fixed floating trains after server restart from AddTrackSpline modifying the original spline (this fix won't work until a server's cache is cleared).
Copy the rail spline - fix floating trains after restart
Merge Rail Network -> Coupling
Fixed NRE when initially loading from save in RefreshEngineState. Use NumMounted, which checks if mountPointInfo.mountable is null.
Temp hack to stop trains being able to spawn on the above-ground rails, since performance will be poor with this old code. WorkCart reimport fix.
Revert all train changes to last month's code
Remaining cleanup. Magnet Crane continues to use the new interpolation, but players are reverted.
Revert PositionLerp to last month's version
Raised the height of the front and rear collision detectors on the WorkCart. Fixes a few cases where the train would think it was colliding with the ground, e.g. J7 on seed 1051067268 size 4500.
Merge Main -> Rail Network
Coupled train collisions WIP
Added barriers to the test map rail
Made the train carriages a lot lighter
Train car coupling spacing is now correct. Also fixes the brief jitter when first coupling
Added blue and green test carriages
Train coupling WIP. Coupled trains can now move forwards or backwards without glitching out.
Coupling WIP. Coupled trains now work in a perfect "spherical cows in a vacuum" type of scenario. Remaining scenarios TODO.
Train coupling WIP. Many bug fixes and many new bugs.
Revert
69804. We know which way the train is heading, so we can make do with only one alt track.
Fixed inherited track speed when trains couple sometimes being reversed. Removed TrackSpeed property.
Reassigned tread materials on magnet crane (broken in 69947)
Increased train engine power
Fixed TryGetOppositeCoupling result
When trains collide and couple, maintain an average of their previous track speeds
Train engine force calculation accounts for coupled engines facing in reverse direction
Get TrackSpeed properly, taking train cars that are facing backwards into account
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Merge Rail Network -> Coupling
ProjectSettings fix re previous commit
Set track speed correctly on secondary cars. A few other fixes
Merge Rail Network -> Coupling
Merge Main -> Rail Network