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8,837 Commits over 1,735 Days - 0.21cph!

2 Years Ago
Added ladder volumes to all the wagons. Unfortunately these really aren't working while moving, despite the parent trigger.
2 Years Ago
Fixed incorrect prefab IDs, updated manifest
2 Years Ago
Set up all the wagons with the new models
2 Years Ago
Fixed workcart gibs always being yellow, even for the red and blue variants
2 Years Ago
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.
2 Years Ago
Fixed red workcart issues
2 Years Ago
Fixed instrument panel light position offsets, and player hand position offsets
2 Years Ago
Deleted the old WorkCart model
2 Years Ago
Coupling point edits
2 Years Ago
Set up workcart_aboveground, now with the new couplings
2 Years Ago
Updated wheel colliders and lowest LOD mat for the Rusty variant
2 Years Ago
Updated workcart.entity to the new model
2 Years Ago
Added train pop convars
2 Years Ago
Merge Main -> Rail Network 2
2 Years Ago
WorkCart power adjustment
2 Years Ago
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!
2 Years Ago
Test map edit
2 Years Ago
Set up hurt triggers to work correctly again
2 Years Ago
Don't couple train cars together if the velocity difference is >5m/s, or the angle is too big.
2 Years Ago
Fixed RPC_WantsUncouple check not working correctly when the player was parented
2 Years Ago
Set wagon HP
2 Years Ago
Wagons explode when destroyed
2 Years Ago
Assigned temp gibs to all the wagons
2 Years Ago
Made the wagons destroyable again
2 Years Ago
Merge Main -> Rail Network 2
2 Years Ago
Cherry-pick. Port my compile fix
2 Years Ago
Client compile fix
2 Years Ago
Merge Rail Network -> Rail Network 2
2 Years Ago
Merge Coupling -> Rail Network
2 Years Ago
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
2 Years Ago
Coupling WIP before I refactor some systems
2 Years Ago
Fixed IsCoupledBackwards calculation with reversed trains
2 Years Ago
Merge Rail Network 2 -> Coupling
2 Years Ago
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
2 Years Ago
Reverted world size to default
2 Years Ago
Re-add the CollateTrainTracks script to ProceduralMapTesting
2 Years Ago
Copy the rail path tangents array as well
2 Years Ago
More collision work
2 Years Ago
Train collision fixes
2 Years Ago
Improvements to train collision handling
2 Years Ago
Non-coupling train collisions mostly working again, after refactoring it into the new coupled train system
2 Years Ago
Collision trigger edits
2 Years Ago
Better code for train cars that don't lock together + other train work
2 Years Ago
Minor edits
2 Years Ago
Made it easier to shunt around long trains. Calculate the total mass in a less realistic but more fun way.
2 Years Ago
Made train wagons indestructable for this release (until we get gibs)
2 Years Ago
Fixed wagons not syncing position to the client. D'oh
2 Years Ago
Fixed trigger NRE with coupling
2 Years Ago
Fixed incorrect wagon rail height
2 Years Ago
Regenerated track splines