8,670 Commits over 1,674 Days - 0.22cph!
Set all vehicles to InheritedVelocityScale 1. Projectiles fired from vehicle trigger parents now inherit the speed of the vehicle.
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Don't spawn trains at all if there's another train in the way (improves on the temp fix which would immediately delete the spawned train). Added SpawnCheckingSpawnPoint which is a GenericSpawnPoint that also checks space to spawn.
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Temp fix for the stack overflow etc problems with work carts spawning in the same spot as others. Will fix this properly tomorrow with the spawners so they don't even attempt to spawn when there's something in the way. The two push force methods also have better handling if there IS a recursive loop detected.
Simplify the too-complex TryFindClearSpaceNear system. Simply destroy work carts that spawn on the track near others
WIP stopping work carts from spawning right where other work carts are. Try to find a clear space further down the track
- Fixed headlights not showing up when loading a demo with a train running (caused by OnFlagsChanged not being called on load)
- Fixed engine sound not playing in the same situation(caused by TrainEngineAudio bug)
Removed my old temporary work cart damage effects
Added separate FX slot for temporary engine trouble
Increased work cart damage effect thresholds to 60/40/20
- Fixed bad protobuf compilation (merge issue?) causing train throttle to show as zero for new clients who entered network range
- Moved some throttle control methods
Requested: Increase hazard warning activation minimum speed. Now doesn't activate until the driver's train is travelling at 4.5m/s (was 2m/s), which is above the Low throttle setting speed
Bail out if GetTotalPushingMass gets too recursive
Cancel the ActualDeath invoke if the work cart is repaired
If work cart travels very fast on listen server, the server side train sometimes collides with its client side self, causing massive damage. Stop hitting yourself.
Early exit from SpawnGroup if there's no terrain (fixes NRE)
Change boat push check to an actual velocity check instead of a rigidbody sleep check
Merge Workcart -> Experimental
Collider distance calculation fix
Merge Workcart -> Experimental
Temporary engine slowdown from damage enabled and fully working. Shows infoon monitor + damage FX. Some other engine bug fixes.
Disable the engine slowing for now until we have visuals on the client
Work cart max speed is temporarily slowed drastically if the engine takes significant damage over a 10 second timespan. Slowed state lasts 10 seconds. No visuals on the client yet.
Make sure the workcart.entity merge was clean
Reduce work cart top speed and acceleration based on health, starting at 40% health and below.
Train cabin warning system now also detects barricades. Barricades register with the track they're sitting on.
Moved track splines on the four-way junction to the root level, fixing trains not being able to ent spawn there
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Added placeholder explosion effect to work cart destruction
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)
Subtract icon change commits, return all item icons to their previous appearance.
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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