branchrust_reboot/main/Workcartcancel
367 Commits over 212 Days - 0.07cph!
Add hurt trigger speed-based damage multiplier to the work cart
Increased proximity warning max dist from 250m to 325m
Update the dashboard monitor when the trains comes back alive from repair
Work cart is now repairable (even from destroyed state)
Added some cracking noises while train barricades are being damaged by ramming, to give some outside indication that something is happening. Converted TrainBarricade script into an entity itself.
Added IsAtAStation bool to BaseTrain
Smoother operation at junctions for trains running in reverse
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
Revert previous changeset due to bug
Fixed the bug where switching track selection input right after going through a junction let you "change you mind" and snapped the train to the other option
The propagating static collision system for connected work carts is preventing work carts from pushing barriers via other work carts. Rather than complicate an already complex system further, I've simplified it to only look at the frontmost work cart pushing the barrier for now. Will come back to this when there's more time.
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
Added ability for trains to destroy barricades by pushing on them
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If a workcart explodes, kill the driver.
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
Enable read/write on Workcart gibs
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
Workcart spawn changes:
- Don't snap to track based on collision with it; look in a sphere near the wheels instead
- Snap reliably to the exact track position the train is sitting on
- Look for track on initial spawn only. If we're derailed, we're not getting back on
WIP for pushing against a static barricade to damage it. Will come back to finish this later
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
Update work cart parenting volume coverage
Updated test map barricades
Set up spline for mirrored station piece
Lowered the dismount points on the work cart and added more possible dismount points on the train platform
Moved the warning beep audio source into the cockpit
A better place to stop the proximity loop
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
Re-enabled proximity warning after refactoring
- Added spline for the new station middle rail.
- Added ability to specify a spline as forced secondary, making it not be the default route. The middle rail siding was being calculated as the straightest and being assigned as the default.
- Added a button to the spline inspector to go straight to the shared splines prefab
Fixed GenericSpawnPoint class not compiling in CLIENT mode
Fix new track spline components no longer getting set up correctly when fist added
Remove my temp "boarded up" window object from the work cart
Comment out the hazard code for now until I fix a next/prev track stack overflow bug
Adjust work car speeds again
Slow down the work cart top speed
Fix badly aligned Workcart cabin colliders
Work cart driver takes 50% reduced damage of all types
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Don't resize player collider when in the work cart seat, it doesn't need it. Remove a couple of no-longer-used glass window vars.
Remove work cart window glass entirely (Helk request)
Show work cart mount option only when looking at the door. A temp box now also "boards up" the window in the door, making the interaction less confusing.