31,186 Commits over 3,928 Days - 0.33cph!
Fixed floating wooden barricade cover - accepted placement on the default layer
Fixed zipline building blocks not properly calculating on multiple hops
Fixed some inconsistencies between client and server building block generation
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disabled egg suit very rarely appearing in high quality bags
Tweaked ladder placement on TrainWagonC
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Fixed placeholder New text on blueprint buttons
Revert
70634 (collision damage)
- Fixed train push and mass forces being doubled up on collisions, causing excessive pushing forces
- Fixed static train collisions not working if the initial trigger didn't contain anything
Fixed input field not using an empty string by default
Improved uncoupling forces
Fixed very low speed wagon collisions still doing a lot of damage
Be more lenient on coupling angle again, this was getting too strict
Increased couplingSqrDist min, changed log condition
Only show the 'Recursive loop detected' train warnings in editor.
Stricter coupling angle and distance rules
Fixed foliage not refreshing properly when spawning.
Added Deferred Mesh Decals script to fuel tank mesh in TrainWagonC prefab. This will fix the missing mesh decals
Shortened buffers on train wagons, workcart_new and their gibs
cherrypicking
70614 Fixed junkpiles spawning on rail
Make sure that all stats are copied across when CollateTrainTracks splits up a spline
Some dodgy splines in the train tunnels are keeping my new, correct spline tangent calculation from working there. Rather than go through all the underground splines at the late hour, this commit is a temporary solution. Use the new system on above-ground rails and the old system in the train tunnels.
Fixed trains now being able to spawn facing in reverse anymore. This was an issue with the value being exactly on a LUT point
Trigger collision layer fix
Still not right in all cases. Revert to the old tangent system until I've got everything working correctly. Broken very rare sharp curves is better than broken train tunnels.
Another tangent fix. Fixes underground rail tangent issues (trouble at spline transitions)
Rail spline rebuild (for the underground tunnels)
- Fixed coupling sometimes happening at higher speeds than it's supposed to.
- Added some profiling.
Increase mass multiply from 33% to 40%
Fix coupling light in cabin auto playing when camera enters range
- Don't do collision damage to players immediately after uncoupling
- Don't do collision damage to train cars immediately after uncoupling
Updated world colliders on wagon A and wagon D to better deal with collision from other vehicles
Revert
70581 for now. For some reason allowing vehicles to parent to train wagons removes the ability to dismount them. I suspect something re local vs world space when checking dismount points.
Junkpile NPC spawn chance fix.
Also merged npc_junkpile_a_spawn_chance and npc_junkpile_g_spawn_chance convars into new npc_junkpilespawn_chance convar.
Codegen.
Added Vehicle World layer to the Work Cart and train wagon parent triggers
Early exit on collision if coupling points aren't valid
Removed GetTangent() from WorldSplineData. Let's avoid making that mistake again.
Fixed the really poor tangent results from IsForward in TrainTrackSpline due to not using the cubic hermite results. Fixes trains messing up on very tight curves.
Fixed some issues with train coupling visuals not aiming correctly
Adjusted import settings on the new link icons
Extended train wagon parent trigger size to include the side platforms
Fixed train wagon ladders slowing rotating the player, at different speeds depending on the wagon's rotation