13,158 Commits over 2,830 Days - 0.19cph!
More WIP blackjack machine setup
WIP setting up blackjack machine classes, new base class for card game entities, protocol++
Basic UI canvasses for the four screens (blackjack)
Adjusted player mount positions (blackjack)
Basic blackjack machine entity setup. Removed BlackJackTable prefab and replaced with BlackjackTable.caboose, a new entity. Can be mounted + dismounted.
Improved handling for vehicle kinematic state, right now just for RHIB. Should hopefully fix occasionaly "Kinematic body only supports Speculative Continuous collision detection" errors on servers.
Redo train changes from Main
Mere Main -> TrainWorkContinued. Had to stomp train changes from Main (will reimplement)
Revert TriggerTrainCollisions to the pre-73814 version. Revert VehicleWorld layer on train car triggers. Should fix NREs for now and we can try this again another time.
Minor initial Blackjack stuff
Adjusted caboose poker seats so that the player's feet sit nicely on the ground
- Set up an entity for the caboose poker table and integrated it with the caboose.
- Removed the Cabooseprefab - it is now all integrated with TrainCaboose.entity.
- Switched the Caboose in the Trainyard scene with TrainCaboose.
Allow entities that are children of vehicles to NOT try and dismount via the vehicle. Enabled for slot machines on trains
Caboose slot machine fixes
Assigned the updated caboose collider
Added two slot machines to the caboose
Set up SlotMachineShort entity
Combined all the caboose interior LODGroups into one LODGroup on the base GameObject
Set up the caboose blackjack and poker table colliders for vehicle use
Caboose now working correctly as a proper train car
f1_grenade_noarms.fbx.meta meta file update only
Fixed NRE in TrainCarAudio when spawning a SedanRail. Fixed SedanRail not being mountable anymore.
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Revert some ragdoll parenting edits
Ragdolls now collide correctly with vehicles
Merge Main -> TrainWorkContinued
Simplify GetLootFromIndex
Items still collide correctly with vehicles now, but turned off actual local-space parenting for all but the trains. It seems to work better in the other vehicles (HAB, scrap heli, modular car flatbeds) if the items are kept in world space and therefore allowed to roll around freely
- Dropped items now collide with vehicles
- Dropped items now parent to vehicles with parent triggers
Fixed trains creeping forward when being pushed against a static obstacle
- Trains now repeatedly check for ability to couple while colliding. Previous if the coupling failed for any reason on initial touch, it wouldn't try again until backing off and retrying.
- Two fixes for trains colliding with other trains up against a static object.
Merge Main -> TrainWorkContinued
Subtract my temp debugging
Fixed trains not leaving the triggers of other trains if they were destroyed while inside the trigger, due to the entity getting removed from the registry before the trigger exit event
Temporary debugging for GetTotalPushingMass NRE
Merge Main -> Caboose (this merge stomps the Trainyard changes on this branch, which was just a caboose added to the scene)
Merge Main -> TrainWorkContinued