branchrust_reboot/main/Workcartcancel
367 Commits over 212 Days - 0.07cph!
Revert protection and health accidental change
Delay train destruction when destroyed, and derail them
WorkCart health and protection fix
Add prevent_building area for workcart
Set up workcart gibs, using placeholder gibs model
Set up WorkCart damage protection values
Updated train track splines on modified track models
Fixed lookup-table spline length bug
Fix a worldspline editor update issue
Rewrite of train collision handling + changes to movement
More workcart rail physics
More Workcart physics work
Gravity and friction adjustment for workcart
Adjust track spline height and workcart colliders so it naturally sits on the track at the exact same height as where the spline is guiding it
Refactor of the spline system
Fix spline curve calculate bug
Turned Interpolate off for workcart rigidbody visuals. Instead of smoothing movement it seemed to actually add jitter in our case, maybe because of the manual MovePosition use?
Move workcart in tunnels for easier quick testing
Comment clarification only
Adjust train engine power and drag
Train now moves at correct speed on cubic hermite splines using a lookup table. Some slight jitter that I need to look into
Working on a lookup table to allow a constant rate of movement along cubic splines. The simple "spline t * distance" system existing in PathInterpolator doesn't account for the shape of the spline, causing the train to slow on curves
Where we're going, we don't need gravity
Don't add throttle forces if train is colliding
Trying a new hybrid physical and spline-based train movement system
Working on workcart collisions. Some issues, may need a new approach
Initial work on handling train/rigidbody and particularly train/train collisions
Override RealisticMass for all vehicles, making it match the rigidbody mass
Allow setting throttle properly while train is still starting up
Initial headlights implementation on WorkCart
Don't show train health info when the player is mounted
Allow for detecting the correct (closest) track spline when a single collider contains multiple train track splines
Let the train engine run with no driver in the seat, but stop it automatically if they leave with the throttle set to zero (save fuel from idling)
Collate train tracks in the train tunnels scene
Don't care about tangent angle when joining track
Stop LifeStory complaining and preventing spawn if there's no terrain topology in a scene
Train track tangents now take transform scale into account
Added train track splines to all the train tunnel track pieces