8,731 Commits over 1,705 Days - 0.21cph!
Spline type option. Set all to "Train Track".
Set up accurate splines for all existing track pieces
Added custom tangent support to WorldSpline. Allow PathInterpolator to accept custom tangents. Allows for any curve without having to add more points
Added WorldSpline script with editor visuals on the curve (cubic hermite), using the existing PathInterpolator as a base.
Set up control levers to move. Improved throttle key controls.
Updated WorkCart prefab model to include the new control handles. Linked the model back directly on the prefab so it should auto-update in the future.
Make the WorkCart monitor more visible
WorkCart actually starts/stops engine, uses fuel. Monitor updates to show fuel amount.
Added fuel system, fuel interaction, and engine controller to Workcart. Network++
Test map edit, remove the modular cars
Remove unused Minicopter code
Convert minicopter to use my shared vehicle engine class as well, since it uses the same startup -> run -> stop engine states
Separate the engine start/run/stop code out of modular car so it can be reused for workcart
Protobuf gen, manifest, network++.
Merge Main into Experimental
Merge the latest from Main -> Experimental
Merge the latest from Main -> Experimental. Had to remove a couple of DLLs temporarily
Dashboard monitor shows fuel status and throttle setting
Adjusted mount position, added IK for hands and feet
Work cart is now mountable
Final colliders: Added glass panels
Detail colliders created for the cabin
Created all detail colliders for the work cart apart from the cabin. Removed WorkCart_COL since we won't be able to use it on a rigidbody (convex rule)
Created world colliders for the work cart
Merge from Main -> WorkCart
Set roadsign meshes to read/write enabled since they're also used as gibs
Cherry-pick armoured module LOD fix to Main
▇▋▆█▌▍▉ ▋▄▄▊▉ ▉▄ ▋▌▆▍▋▊▍▇ ▋▄ ▅ ▊▋▉▌▍▅▇ ▋▉▅▇▋▇. ▋▊▍▆▅ ▅▆▍▆▇▅▉▌▆▆▉ ▋▄▄▆▇▅▆ ▄▌▅▌▇▌, ▍▌█▄▌▅▅▊▊▅ ▉▋▅█▇▇ ▆▄▍ ▅▆▌▅▇█▄▉▇ ▍█▄▇ ▍▅▆▉▋█/▄▅▄▌▄▌/▉▉▅▋▌▊ ▊▄▌▆▉▅▊▅, ▊▋▉▌▋▆▄▆ ▋▍▆▌▊▋▄▌▄█, ▋▇▌▌▍ ▌█▇▋▄█▊▉▅ ▌▊▌ ▆▉▆▄▌▋▆ ▋▅▉▄▍▍, ▍▄▆▅▇ ▇▆▌▌▊▇██ ▄▋▅█▄▄
▌█▉▆█▅ ▄▆▍▊▍▌ ▌▉▄▅▌▇▋ ▆▋▄▉▊▄▄ ▌▍ ▉▅▌▄▇▉▌ ▇▌▋▊
▇▅▌▄▍▆ ▊▋▌▆▆▄▅▍ ▇▉ █▊▋▌▊ ▌▇▇ ▍▇▄▆▆ ▇█▋▍▉█ ▆▄▄███ ▋▄▍▆▆▉
▋▌▅▌▉ ▇▅▆ ▊▌ █▆█ █▊▍▄▄'▊ █▉▊▅▍▌▋ ▅▊▍ ▉▄▉▉▉▅▆
▆▉▉▊▄ ▉▋▋ ▉▉▋█▌ ▍▍▇ ▉█▊▄ ▇▇▄▊▋ ▄▆ ▄▋ ▋▋▆▅ █▋▅
Rebuild manifest, should fix missing roadsigns
Fix compilation on IndividualSpawner custom editor
Merge destroyable roadsigns -> Main
A fair amount of roadsigns are used for decoration on monuments, stuck into other models or even used as signs on walls with the pole hidden. Reintroduced static roadsigns and set all signs in the game as destroyable or not on a case-by-cases basis
New system for roadsign spawners to check for available space, other models moved to world layer, checked through all signs for any spawn issues, final cleanup
Fixed some road models not being on the world layer with the rest of the road content