userBill Bcancel

13,158 Commits over 2,830 Days - 0.19cph!

2 Years Ago
Manifest update
2 Years Ago
Allow the above-ground WorkCart bogies to pivot
2 Years Ago
Matched the above-ground WorkCart controls colour to the exterior (similar to the red variant)
2 Years Ago
Added above-ground WorkCart prefab variant. Set up different materials on it. Made it save/load.
2 Years Ago
Merge Main -> Rail Network
2 Years Ago
Increased magnet crane yaw speed by 20%
2 Years Ago
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.
2 Years Ago
Merge Main -> MagnetCraneUpdates
2 Years Ago
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).
2 Years Ago
Copy the rail spline - fix floating trains after restart
2 Years Ago
Merge Rail Network -> Coupling
2 Years Ago
Fixed NRE when initially loading from save in RefreshEngineState. Use NumMounted, which checks if mountPointInfo.mountable is null.
2 Years Ago
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.
2 Years Ago
Revert all train changes to last month's code
2 Years Ago
Remaining cleanup. Magnet Crane continues to use the new interpolation, but players are reverted.
2 Years Ago
Revert BaseEntity.Client
2 Years Ago
Revert PositionLerp to last month's version
2 Years Ago
Subtract 69107
2 Years Ago
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.
2 Years Ago
Merge Main -> Rail Network
2 Years Ago
Coupled train collisions WIP
2 Years Ago
Added barriers to the test map rail
2 Years Ago
Made the train carriages a lot lighter
2 Years Ago
Train car coupling spacing is now correct. Also fixes the brief jitter when first coupling
2 Years Ago
Removed debug print
2 Years Ago
Fixed situation "b"
2 Years Ago
Added blue and green test carriages
2 Years Ago
Coupling bug fixes
2 Years Ago
Train coupling WIP. Coupled trains can now move forwards or backwards without glitching out.
2 Years Ago
Coupling WIP. Coupled trains now work in a perfect "spherical cows in a vacuum" type of scenario. Remaining scenarios TODO.
2 Years Ago
Train coupling WIP. Many bug fixes and many new bugs.
2 Years Ago
Compile fix
2 Years Ago
Revert 69804. We know which way the train is heading, so we can make do with only one alt track.
2 Years Ago
Fixed inherited track speed when trains couple sometimes being reversed. Removed TrackSpeed property.
2 Years Ago
Reassigned tread materials on magnet crane (broken in 69947)
2 Years Ago
Increased train engine power
2 Years Ago
Fixed TryGetOppositeCoupling result
2 Years Ago
When trains collide and couple, maintain an average of their previous track speeds
2 Years Ago
Train engine force calculation accounts for coupled engines facing in reverse direction
2 Years Ago
Get TrackSpeed properly, taking train cars that are facing backwards into account
2 Years Ago
Train coupling WIP
2 Years Ago
Train coupling WIP
2 Years Ago
WIP train coupling
2 Years Ago
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2 Years Ago
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2 Years Ago
Merge Rail Network -> Coupling
2 Years Ago
ProjectSettings fix re previous commit
2 Years Ago
Set track speed correctly on secondary cars. A few other fixes
2 Years Ago
Merge Rail Network -> Coupling
2 Years Ago
Merge Main -> Rail Network