9,438 Commits over 1,858 Days - 0.21cph!
Removed all collision again from the deployable computer station chair
Increased some scientist spawns to 20m from 10m. Leaving some others at 10m that are in reasonably small or enclosed spaces. Launch site, train yard, airfield, trin tunnels updated and S2P.
Merge main -> SpawnMargins
Added killallplayers server convar. Kills any human players who are not in god mode.
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius.
Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
More robust code for RefreshLockState
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
Fixed triggerHeight not being set in builds
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Closed up holes at the back near the sides on the armoured cockpit
Fixed small holes in armoured cockpit colliders at the front
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Allow a bigger range of angles before considering a wagon collision to be a side hit. Fixes not being able to push wagons that are parked on relatively tight corners
Fixed pushed wagons tending to zoom away when a heavy locomotive pushed them. Now limiting the velocity change based on the speed of the closest colliding train.
Don't use rigidBody.velocity for trains. It's always zero (kinematic). Now passing correct velocity data.
Merge TrainDecouplingImprovements -> main
Fixed loot wagons overwriting the baseTrain data that had already been set in TrainCar. Fixes visual issue with coupling points not moving to the correct angle
Merge TrainCouplingImprovements -> main
Always construct a new CompleteTrain with any coupling changes. Allows 'coupledBackwards' etc to refresh correctly
Merge world_update_2 -> Aux2
Removed use of noEarlyExit parameter, as it's been removed in the world update branch
Removed DPV use of noEarlyExit parameter. Looks like this was removed in
103256. It should work well enough without it.
Merge TrainDecouplingImprovements -> main
Increase ProceduralMapRailSimple default size to one that actually has rails
Merge main -> TrainDecouplingImprovements
Fixed DPV trouble in moon pools pretty well
Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.
Ability for WaterLevel to detect nearby water culling volumes above
DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
Fixed DPV client-side speed calculation being weirdly variable. Use fixed network time
Small tidy up in bike class
Gave DPV a little more power, felt slow on real-sized maps
Fixed characterWorldCollider being enabled on the DPV on initial spawn. Removed unnecessary double-up inertiaTensor code.
Fixed DPV jitter after mount -> dismount cycle. Manually set inertia tensor - turning the character collider on and off was drastically changing it, causing the bad behaviour
Reduced base DPV buoyancy
Fixed card table NRE on player dismount when table is destroyed
Fixed card table NRE on player dismount when table is destroyed
Removed gibbable script on DPV world model
Reduced DPV fuel capacity to 100, removed exponential fuel display scaling
Show more fuel on the gauge for small amounts, since it won't often have big amounts in the 500-capacity tank