1,538 Commits over 1,674 Days - 0.04cph!
Trains now treat end-of-line positioning as a static collision. Fixes trains clipping into other trains that are at end-of-line
Turned off Debris vs. Vehicle Detailed layer collisions. Unfortunately this means items will fall through vehicles again, but will let cars drive through bushes, hemp etc again as well.
Allow access to camper module storage without bring mounted, if the vehicle has been fully destroyed
Fixed modular vehicle storage being locked while the vehicle is in corpse state
(regression) Fixed loot wagons spawning with no gravel and being generally broken
Fixed boats and modular cars setting the IsStationary flag true and false over and over in some situations
Fixed regression bug where poker was no longer paying out correctly in some situations where the player's stack was already at or above the normal max stack size
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Set up ProceduralMapTesting to also generate a small underground rail network, and a harbour monument to provide access to it
Fixed some trouble with the hurt/repel triggers on locomotive and other train cars
Revert TriggerTrainCollisions to the pre-73814 version. Revert VehicleWorld layer on train car triggers. Should fix NREs for now and we can try this again another time.
f1_grenade_noarms.fbx.meta meta file update only
Fixed NRE in TrainCarAudio when spawning a SedanRail. Fixed SedanRail not being mountable anymore.
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Subtract my temp debugging
Fixed trains not leaving the triggers of other trains if they were destroyed while inside the trigger, due to the entity getting removed from the registry before the trigger exit event
Temporary debugging for GetTotalPushingMass NRE
Override ToString in the TimeSince classes. This makes the actual elapsed time show in a debug log automatically (even without a .ToString()), without having to cast it to float.
Added missing ladder volumes to the loot wagon
Removed extra TrainWagonA ladder volumes
Moved all train car ladder volumes under the Shared GameObject
If the Place Monument component has no monument assigned, don't try to place it.
Merge PerentVelocityInherit -> Main. Train wagons now support parented vehicles correctly, and velocity is correctly retained.
Disable vehicle parenting on workcarts and locomotive (already disabled on wagons). We shouldn't really have this enabled unless we can get physics velocity to translate properly when entering/leaving the parenting zone.
Fixed train collision triggers getting the wrong base entity if an entity with a rigidbody entered the collision trigger while parented to the train car.
Tell cars not to sleep if they're parented to another rigidbody. Mainly because Unity doesn't seem to allow it anyway (even if the parent rigidbody is asleep)
Added repel + damage triggers to locomotive and wagons, and re-enabled it for the workcart (was disabled in
59352 due to a bug).
Merge TrainWorkContinued -> Main
Fixed getting hit by trains sometimes parenting the player instead of damaging them
Merge TrainWorkContinued -> Main
Merge TrainWorkContinued -> Main (general bug fixes)
Additional null check in SpaceIsClear. Fixes NRE when a train spawns inside a collider which isn't an entity
Fixed NRE spam if a train car was uncoupled while the last car in a moving train was passing under the unloader
If the current train car is unloadable, but not quite lined up right, and if it'd need to move in the specified shunt direction to be lined up, then line up the current traincar instead of moving right over to the next one
Merge WagonDecayChange -> Main
Fixed server-side unloadable wagons not setting the ore collider height correctly after loading from save.
Fixed 'fixcars 1' admin wagon unloading also not setting the server-side collider correctly.
Removed unnecessary Flag_HasLoot.
Fixed several bugs with wagon vehicle_world colliders
Unfortunately, one more fix for coaling tower loot wagon detection
One more fix for checking the parent of the loot crates
Fixed coaling tower not detecting loot wagons well after
73343. Look at the parent entity.
Fixed incorrect collision layers for vehicle use on the loot wagon crates. Sometimes during high-speed collisions between a train and a loot wagon, this would cause the train to think the crates were a static object and cause the train to come to a complete stop.
The TrainCar SpaceIsClear check now also ignores colliders on child entities, since otherwise it would now detect the crates as objects in the way.
Fixed loot wagon only showing as 1/3 full