8,837 Commits over 1,735 Days - 0.21cph!
Added ladder volumes to all the wagons. Unfortunately these really aren't working while moving, despite the parent trigger.
Fixed incorrect prefab IDs, updated manifest
Set up all the wagons with the new models
Fixed workcart gibs always being yellow, even for the red and blue variants
Brought the old WorkCart model back - work_cart_static still needs it. Probably better not to risk breaking any of the monument settings it's used in by updating it to the new model.
Fixed red workcart issues
Fixed instrument panel light position offsets, and player hand position offsets
Deleted the old WorkCart model
Set up workcart_aboveground, now with the new couplings
Updated wheel colliders and lowest LOD mat for the Rusty variant
Updated workcart.entity to the new model
Merge Main -> Rail Network 2
WorkCart power adjustment
Fixed spawned wagons not working correctly due to missing serialized parameters. I swear every time I make a new vehicle there's one confusing difference between placed and spawned versions of the same entity, and it's a different thing every time!
Set up hurt triggers to work correctly again
Don't couple train cars together if the velocity difference is >5m/s, or the angle is too big.
Fixed RPC_WantsUncouple check not working correctly when the player was parented
Wagons explode when destroyed
Assigned temp gibs to all the wagons
Made the wagons destroyable again
Merge Main -> Rail Network 2
Cherry-pick. Port my compile fix
Merge Rail Network -> Rail Network 2
Merge Coupling -> Rail Network
Refactored the way front/back is calculated on coupled trains. Fixed GetTotalPushingMass calculation to avoid recursive loops. Fixes various problem situations e.g. Coupled trains with train cars facing in two different directions colliding with a non-coupling WorkCart that's up against a static barrier
Coupling WIP before I refactor some systems
Fixed IsCoupledBackwards calculation with reversed trains
Merge Rail Network 2 -> Coupling
When collating train track splines, split multi-node splines up first if any node on them meets the ends of other splines. Lets above-ground rail junctions link up correctly
Reverted world size to default
Re-add the CollateTrainTracks script to ProceduralMapTesting
Copy the rail path tangents array as well
Improvements to train collision handling
Non-coupling train collisions mostly working again, after refactoring it into the new coupled train system
Better code for train cars that don't lock together + other train work
Made it easier to shunt around long trains. Calculate the total mass in a less realistic but more fun way.
Made train wagons indestructable for this release (until we get gibs)
Fixed wagons not syncing position to the client. D'oh
Fixed trigger NRE with coupling
Fixed incorrect wagon rail height
Regenerated track splines