userBill Bcancel

7,038 Commits over 1,645 Days - 0.18cph!

2 Hours Ago
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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3 Hours Ago
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Today
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Today
Added placeholder explosion effect to work cart destruction
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Today
Hurt trigger setup
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Today
Compile fix
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Today
Add hurt trigger speed-based damage multiplier to the work cart
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Today
Increased proximity warning max dist from 250m to 325m
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Today
Update the dashboard monitor when the trains comes back alive from repair
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Today
Work cart is now repairable (even from destroyed state)
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Today
Subtract icon change commits, return all item icons to their previous appearance.
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Today
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.
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Today
Added IsAtAStation bool to BaseTrain
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Today
Smoother operation at junctions for trains running in reverse
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Today
Fixed work carts snapping to the wrong track if input was changed right after taking a side track at a junction
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Yesterday
Revert previous changeset due to bug
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Yesterday
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
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Yesterday
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.
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Yesterday
Fixed two trains colliding with each other causing both the trains and the Unity editor to crash
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Yesterday
Added ability for trains to destroy barricades by pushing on them
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Yesterday
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Yesterday
If a workcart explodes, kill the driver.
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Yesterday
Merge Workcart -> Experimental
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Yesterday
Set RunOnCache to true for CollateTrainTracks. Looks like this should get it to run when loading saves.
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2 Days Ago
Work cart now only gibs if destroyed with explosives (or anti-vehicle). If destroyed any other way, it enters a transitional corpse mode similar to boats or modular cars. The driver is NOT dismounted, but the engine shuts down and cannot be restarted, and if they dismount they cannot re-mount. Dashboard monitor shows SYSTEM ERROR in red.
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2 Days Ago
Enable read/write on Workcart gibs
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2 Days Ago
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
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2 Days Ago
Minor refactor
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2 Days Ago
Workcart spawn changes: - Don't snap to track based on collision with it; look in a sphere near the wheels instead - Snap reliably to the exact track position the train is sitting on - Look for track on initial spawn only. If we're derailed, we're not getting back on
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2 Days Ago
WIP for pushing against a static barricade to damage it. Will come back to finish this later
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3 Days Ago
Compile fix
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3 Days Ago
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
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3 Days Ago
Material name fix
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3 Days Ago
Merge Main -> Workcart
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3 Days Ago
Merge Workcart -> Experimental
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3 Days Ago
Update work cart parenting volume coverage
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3 Days Ago
Updated test map barricades
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3 Days Ago
Set up spline for mirrored station piece
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3 Days Ago
Lowered the dismount points on the work cart and added more possible dismount points on the train platform
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3 Days Ago
Moved the warning beep audio source into the cockpit
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3 Days Ago
A better place to stop the proximity loop
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3 Days Ago
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
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3 Days Ago
Re-enabled proximity warning after refactoring
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4 Days Ago
- Added spline for the new station middle rail. - Added ability to specify a spline as forced secondary, making it not be the default route. The middle rail siding was being calculated as the straightest and being assigned as the default.
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4 Days Ago
- Added a button to the spline inspector to go straight to the shared splines prefab
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4 Days Ago
Fixed GenericSpawnPoint class not compiling in CLIENT mode
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4 Days Ago
Fix new track spline components no longer getting set up correctly when fist added
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4 Days Ago
Remove my temp "boarded up" window object from the work cart
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6 Days Ago
Comment out the hazard code for now until I fix a next/prev track stack overflow bug Adjust work car speeds again
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6 Days Ago
Slow down the work cart top speed
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