8,747 Commits over 1,735 Days - 0.21cph!
Refactored GetSplineAfterMove results into a struct since the method signature was getting a bit much
WIP on signals finding their track block sections and the next signal
Set default light state to green
Another test map edit, adding a train
Train signals on my test map
Point lights for the signal lights, new Test FX debug optin
Reduce signal light mat brightness
Temporary signal light FX test method. Fixed missing renderer assignments on signal light B.
Fixed missing toggle assignment
Setting up train signal lights and network flags
Merge Main -> rail_network_link
Merge Main -> Experimental
Define player heli engine starting flag
Show the old default BaseEntity.Flags inspector if we don't find an associated entity
Any inspector dropdowns that set an Entity.Flags mask now show, in brackets, any custom defined names for those flags in the full class hierarchy of the nearest parent entity.
New "Print defined flags" context menu option for BaseEntity, that prints out the list of flags that have been defined in the class heirarchy. Fixed the flags list in EntityFlag_ToggleEditor not including private or protected flag defines.
Merge IsVisibleRedo -> Main
Merge EntityFlagToggleWarning -> Main
Merge rail_network_link -> Aux2
Set a smallish default world size on ProceduralMapRailSimple
Train signals are now entities (but they don't do anything special yet)
Merge Main -> Experimental
Rebuilt rail splines again
Final car explosion force edits
Another explosion force edit
Reduce the effect of anti-vehicle damage on vehicle explosion forces. Makes the force from HV rockets vs. cars less extreme, more like the force from basic rockets.
Reduced explosion force push on modular cars
Scrap heli, parent ragdolls
Interpolation edit, no longer need the fancy stuff
Manifest again, to fix scrap heli
Enable ragdoll -> vehicledetailed physics collision
A rather difficult merge. Main -> RagdollRewrite2 (server-side ragdolls)
Removed ToggleClientBuoyancy
Different cherry-pick, this one has separate ragdoll entity, but position-matched to the corpse
Combine player_corpse and player_ragdoll, with the help of cherry picking a few old changesets
Get our entity in the HasObjUnderFeet check. Vehicles update associatedMountable to point to the base vehicle, which messed up the check
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Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
Reinstate IsVisible changes
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower