branchrust_reboot/maincancel

31,186 Commits over 3,928 Days - 0.33cph!

3 Years Ago
Coupling points now pivot to try and visually stay connected. To achieve this, we're now sending basic data on what we're coupled to to the client
3 Years Ago
Do heaps of damage to animals/npcs if a train hits them.
3 Years Ago
Sedan test thing
3 Years Ago
Restored junkpile NPC prefab nuked in merge 70471
3 Years Ago
Added grass.refresh_budget and decreased resolution in FoliagePlacement.CheckBatch
3 Years Ago
Lowered wagon and above ground workcart populations
3 Years Ago
Fixed train wagon wheels not animating
3 Years Ago
Reduce timeSinceCouplingBlock lockout from 2s to 1.5s
3 Years Ago
Another train coupling fix
3 Years Ago
Fixed a case where a train car would become non-functional after uncoupling
3 Years Ago
Fixed performance drop when looking at a deployed boom box in a crowded base
3 Years Ago
Updated bogie detaild colliders on Work Cart and wagons
3 Years Ago
Block train coupling for a couple of seconds after some situations
3 Years Ago
Rerun train car gib setup
3 Years Ago
Null check - work cart doesn't have train car audio
3 Years Ago
Remove extra newline
3 Years Ago
Stop Train Car audio when the client tick stops
3 Years Ago
Merge in the updated train audio
3 Years Ago
Allow train car coupling at a bit higher speed
3 Years Ago
Comment only
3 Years Ago
Merge in train sleep code
3 Years Ago
Another fix to prevent stack overflow when trains go wrong, which would crash the whole server. Sorry Staging players.
3 Years Ago
Don't couple if the track that the other train car is on isn't actually connected to ours
3 Years Ago
Catch attempted coupling when a train car collides with the side of another train car at a low angle at a junction. Only allow the coupling if the distance between the coupling points is low
3 Years Ago
Don't allow "swapping" train car coupling. Only couple if a train car is not coupled to anything
3 Years Ago
Make sure that a train car is removed from a CompleteTrain as soon as it's assigned to a new one. Prevents crash from infinite recursion during bugged collisions.
3 Years Ago
BillBTestMap edit
3 Years Ago
Updated train_wagon_b_gibs mesh / merged the roof and the walls Fixed broken physics on the train wagon and workcart gibs Fixed broken material overrides on workcart gibs
3 Years Ago
Proper gibs for train_wagon prefabs
3 Years Ago
Replaced old workcart gibs mesh
3 Years Ago
New workcart gibs / added new bogies
3 Years Ago
Merge from abovegroundtrain_dismount_fix
3 Years Ago
Raised the WorkCart parent trigger. Allows for jumping on the top of it without unparenting
3 Years Ago
Fixed coupling pfx happening when entering range
3 Years Ago
Minor fix
3 Years Ago
Always let the engine decay first
3 Years Ago
Added decay code for wagons. Told WorkCarts and wagons not to despawn if they're on an above-ground siding.
3 Years Ago
Early exit from CompleteTrain UpdateTick if already disposed
3 Years Ago
Removed debug log
3 Years Ago
Fix Tom's WorkCart Dark 2 mat
3 Years Ago
A collision in ApplyCollisionsToTrackSpeedcan destroy a coupled train car, making a CompleteTrain invalid during MovementTick. Check for this and bail out if needed.
3 Years Ago
Tweak particle effects so they are visible form the cabin
3 Years Ago
Add a light in the cabin that blinks briefly when a workcart couples
3 Years Ago
Add some sparks when coupling/uncoupling
3 Years Ago
Fixed trains no longer colliding with static barricades. Moved the collision triggers back from the Trigger layer to the Vehicle World layer
3 Years Ago
Don't allow climbing ladders while mounted to an entity, hopefully fixes player briefly intersecting with ladder volume when mounting/dismounting and causing issues
3 Years Ago
Removed prevent building volumes from the train cars (can't build near them anyway)
3 Years Ago
Raised the parent triggers on the wagons enough that a player can jump in the air without unparenting
3 Years Ago
Add NavMeshObstacle to base train wagon prefab
3 Years Ago
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