branchrust_reboot/main/WorkCartcancel
367 Commits over 212 Days - 0.07cph!
If the train is travelling in reverse and the rear wheels have already gone across to a new spline section, force the front wheels to "select" that track piece instead of letting the player choose left/right, which previously could snap the rear wheels to the wrong piece if the front wheels aren't across yet.
Fix front track section selection bug
Added WorkCart cover models to the main LOD script, removed the extra Renderer LOD scripts they had
Clear the hazard flag properly at the time when we stop checking for hazards
Fix light visuals getting set twice
Fix WorkCart rear brake sparks playing on Awake
Code review: Use a tick method that only runs while a train is moving, instead of using LateUpdate
Increase the minimum threshold for train collision damage so the train definitely doesn't taking any damage when hitting barriers at low speed
Fix train brake FX not showing when travelling in reverse and throttling forward
Clean up brake and spark code on workcart, mainly so that we can use the spark FX for junction transitions as well
Improve dismount-inside-parenting-volume fix. Keeps the previous view angle rather than resetting to zero, so it works more like a normal dismount.
Fix view angles being incorrect when dismounting inside a parenting volume. Fixes Work Cart dismount not always ending with the player facing forwards.
Be safer with the padding check (won't affect work cart as it has 0 padding anyway)
Merge trigger exit fix -> Workcart
Subtract continuous physics change since it didn't help
Switch workcart from Discrete to Continuous Speculative
Remove the extra trigger check at the end of the base player tick since it didn't help the issue
André's test fix, call ForceUpdateTriggers at the end of every player tick if the player is parented
Disable clipping check on the work cart platform parenting trigger, just in case it's involved in people getting kicked off
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Merge WorkcartExtra -> Workcart
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- Fixed bad protobuf compilation (merge issue?) causing train throttle to show as zero for new clients who entered network range
- Moved some throttle control methods
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
Bail out if GetTotalPushingMass gets too recursive
Cancel the ActualDeath invoke if the work cart is repaired
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.
Early exit from SpawnGroup if there's no terrain (fixes NRE)
Collider distance calculation fix
Temporary engine slowdown from damage enabled and fully working. Shows infoon monitor + damage FX. Some other engine bug fixes.
Disable the engine slowing for now until we have visuals on the client
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.
Make sure the workcart.entity merge was clean
Reduce work cart top speed and acceleration based on health, starting at 40% health and below.
Train cabin warning system now also detects barricades. Barricades register with the track they're sitting on.
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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Added placeholder explosion effect to work cart destruction