13,151 Commits over 2,830 Days - 0.19cph!
Group gravity and engine forces on the train cars together. Working on a coupled train class to sum them all together.
Support two alt tracks, so we can have one from in front and one from behind.
Some more WIP train car coupling work
Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good").
Fixed autoturret idle animation moving more slowly at higher server framerates
Move scope overlay layer from 44 to 2 to have it play nice with the helmet slit overlay
Changed GameUI.Hud.HelmetSlitOverlay sort order override from 11 to 3. Fixes status information (wet, cold, straving etc) being hidden by the helmet. Will need to keep an eye on whether anything else ends up showing over the top of it that shouldn't be.
Merge Main -> General QOL
This isn't going to work, but committing what I've got in case I need some of it back later. Initial work on the physics of coupled trains.
Now playing couple and uncouple sounds
Only show uncouple interaction when coupled
When a user uncouple a train, let it uncouple, and don't recouple it unless it moves away and back again
Set up temp train bounds and hurt triggers correctly
Refactored all the coupling code. Improving decoupling
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.
Automatic coupling when train cars collide
TrainCar.Collision class formatting to match the others
Coupled/uncouple visual difference on the client. Sync the flags.
Functional uncoupling interaction
Added a train coupling piece prefab and put it on my test trains.
Basic train coupling class
Removed TrainIsland scene (it's broken beyond
69624 anyway). Use ProceduralMapTesting instead.
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Removed some unused code from PlayerWalkMovement
Merge Main -> Rail Network
A different fix for the double-up mount interaction options when interacting with modular car modules. Removed the Menu_Mount override in BaseVehicleModule, and told RPC_WantsMount to look up the chain if the interactee isn't directly mountable itself. Changed Menu_Mount to not be virtual, as it looks like any override will cause an interaction double-up.
Revert
69578 and
69579 for now - I need to sort out a remaining issue first.
CodeGen for the previous commit, update EntityMenu.cs
Fixed the mount option appearing twice on vehicle modules (when holding to interact). Now that vehicle modules inherit from BaseMountable, they still need their Menu_Mount_ShowIf override, but don't need their Menu_Mount entry.
"Occupied" message no longer shows when looking at vehicle modules with no mount points
UpdateFullFlag now propagates up to any parent vehicle(s). Fixes vehicles not being mountable when loading from a save if the vehicle was mounted during the save.
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
Moved magnet crane animator params to the base class
Added support to EmissionToggle for any emission percent between 0 and 1. Set the magnet crane's rotation light to 20% emission when on. 100% on that material was designed for beacon lights rather than a little cabin light.
Ternary conditional compile fix
Holding the crouch key while in the Magnet Crane now automatically rotates the cabin back to zero
Added a blue light to the Magnet Crane cockpit. When the magnet crane cabin is within 10 degrees of facing straight forward, it lights up
Magnet crane pedals now animate and have IK
Renamed magnet crane `rigfht tread movement` to `right tread movement`
Magnet crane:
- If we use the IntertiaTensor Unity thinks we should have, the crane is really wobbly with the arm extended straight up
- If we use my custom IntertiaTensor (set to values that act like the arm doesn't exist), the crane behaves in unexpected ways with the arm extended far out front
Compromise instead and go 50% of the way between them. 1. Set the inertia tensor to what Unity thinks it SHOULD be for the current arm position. 2. Set the inertia tensor to half way between the above and my custom one.
Magnet crane arm collider edit - reduce the change of the arm colliding entering the ground.
Fixed glitching start/stop sounds caused by poor speed calculations in MagnetCraneAudio
Merge MagnetCraneUpdate -> Main
Fixed magnet crane oneshot audio playing too often
Removed the input blocking after the magnet crane collides with something, leaving it to just prevent the movement instead. Fixes the case where the magnet could kind of 'dig in' its collision and end up not being able to move back out.
Removed the the map snowmobile