branchrust_reboot/main/WorkCartcancel
367 Commits over 212 Days - 0.07cph!
Increase hazard warning min dist so it doesn't trigger when shunting in reverse
Proximity alert improvements and fixes
Shared spline data update
Reduce the amount of collision damage from train collisions, and increase the force required to derail
Add train_tunnel_double_switch_a_36m back in so I can use it for testing switched on the train tunnels map. Plus data index edit on 108m track
In-train proximity warning system WIP.
Fix collision track assignment
Proximity warning work, move some code to SERVER only, TrainTrackSplines now keep track of trains on them so that upcoming hazards can be detected for the proximity warning.
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Setting up for proximity alerts. Also have the main train script call the update on the audio script, to reduce Unity method calls.
Remove older (hopefully) unnecessary calls to Ignore Collision on parts of other compound colliders as well
Don't ignore collision on what's already going to be a compound collider
Material edit. Made work cart glass more transparent
Updted how work cart damage effects trigger
Adjust low and medium engine speed settings
Fixed train wheel rotation visuals
Activate headlights by default when work cart engine startup completes
Damage train when hitting barricade
Reduce train speed a bit more when a barricade is hit
LODComponent compile fix for SERVER
Train barrier collision handling
Initial work on destroyable barricade for tracks
Fix train_track_3x9 spline
Remove garbage gen in CheckAssignCollider
Concert collision contacts loop to be garbage-free
Speed up shared spline data regen. Ordering changed, so spline prefab indices updated
Let manifest builds regenerate world splines
Have the workcart slow down more quickly of its own accord when not in use. So if players jump off it doesn't end up a million miles away from them
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
Fix workcart headlights being in the wrong place/angle
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
Improving spline indexing
- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
Ditch the track spline unique ID system and go back to matching on content. This means if multiple splines point to the same data and one changes and updates its content, the others will be out of sync. Will improve that next.
Increase Workcart max speed
Add train track collation to dungeon_grid_test
T junction spline setup complete
Setting up track splines for the new junctions + unique track ID fixes
Don't show Workcart health when the player is standing ON the Workcart