1,542 Commits over 1,705 Days - 0.04cph!
WorkCart monitor now shows the number of connected train cars, beeps when a new one is connected, and the whole monitor display is 40% brighter.
Fixed above-ground work cart controls being yellow (now blue like the body)
Horses now get the same speed boost on rail as they do on road
Added SedanRail entity for admins. Spawnable only on rails
Added terraincollisionproxy scripts to the snowmobiles
SedanTest uses CarProtection instead of BlockMetal protection
Moved woundedfreecam from editor-only to admin-only
Removed missing ref to DrawCinematic
Ported RustEditor changes from media_projects to Main
Removed the editor-only 'woundedneverends' convar and added server convar 'woundforever'. False by default. If true, crawling state never expires.
Merge MagnetCraneUpdates -> Main. Includes interpolation changes and an attempt to make yaw animation smoother.
Merge General QOL -> Main. Fixes footstep sounds always being barefoot sounds after changing to other footwear in inventory (broke in 65844).
Removed allowTransitionToOtherParentingVolume, since this isn't a release hotfix. Let's try the simplest version of the fix and we can see if everything's stable on Staging. Essentially every parent trigger is now allowTransitionToOtherParentingVolume = true.
Merge TrainParentingFixes -> Main
- Fixed cargo ship RHIB being unusable after server restart (RPC error)
- Fixed cargo ship RHIB leaking fuel and storage entity after server restart
Revert
70634 (collision damage)
- Fixed train push and mass forces being doubled up on collisions, causing excessive pushing forces
- Fixed static train collisions not working if the initial trigger didn't contain anything
Improved uncoupling forces
Fixed very low speed wagon collisions still doing a lot of damage
Be more lenient on coupling angle again, this was getting too strict
Increased couplingSqrDist min, changed log condition
Only show the 'Recursive loop detected' train warnings in editor.
Stricter coupling angle and distance rules
Make sure that all stats are copied across when CollateTrainTracks splits up a spline
Some dodgy splines in the train tunnels are keeping my new, correct spline tangent calculation from working there. Rather than go through all the underground splines at the late hour, this commit is a temporary solution. Use the new system on above-ground rails and the old system in the train tunnels.
Fixed trains now being able to spawn facing in reverse anymore. This was an issue with the value being exactly on a LUT point
Trigger collision layer fix
Still not right in all cases. Revert to the old tangent system until I've got everything working correctly. Broken very rare sharp curves is better than broken train tunnels.
Another tangent fix. Fixes underground rail tangent issues (trouble at spline transitions)
Rail spline rebuild (for the underground tunnels)
- Fixed coupling sometimes happening at higher speeds than it's supposed to.
- Added some profiling.
Increase mass multiply from 33% to 40%
- Don't do collision damage to players immediately after uncoupling
- Don't do collision damage to train cars immediately after uncoupling
Updated world colliders on wagon A and wagon D to better deal with collision from other vehicles
Revert
70581 for now. For some reason allowing vehicles to parent to train wagons removes the ability to dismount them. I suspect something re local vs world space when checking dismount points.
Added Vehicle World layer to the Work Cart and train wagon parent triggers
Early exit on collision if coupling points aren't valid
Removed GetTangent() from WorldSplineData. Let's avoid making that mistake again.
Fixed the really poor tangent results from IsForward in TrainTrackSpline due to not using the cubic hermite results. Fixes trains messing up on very tight curves.
Fixed some issues with train coupling visuals not aiming correctly
Adjusted import settings on the new link icons
Extended train wagon parent trigger size to include the side platforms
Fixed train wagon ladders slowing rotating the player, at different speeds depending on the wagon's rotation
Coupling points now pivot to try and visually stay connected. To achieve this, we're now sending basic data on what we're coupled to to the client
Do heaps of damage to animals/npcs if a train hits them.
Fixed train wagon wheels not animating