31,186 Commits over 3,928 Days - 0.33cph!
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
Do heaps of damage to animals/npcs if a train hits them.
Restored junkpile NPC prefab nuked in merge
70471
Added grass.refresh_budget and decreased resolution in FoliagePlacement.CheckBatch
Lowered wagon and above ground workcart populations
Fixed train wagon wheels not animating
Reduce timeSinceCouplingBlock lockout from 2s to 1.5s
Another train coupling fix
Fixed a case where a train car would become non-functional after uncoupling
Fixed performance drop when looking at a deployed boom box in a crowded base
Updated bogie detaild colliders on Work Cart and wagons
Block train coupling for a couple of seconds after some situations
Rerun train car gib setup
Null check - work cart doesn't have train car audio
Stop Train Car audio when the client tick stops
Merge in the updated train audio
Allow train car coupling at a bit higher speed
Merge in train sleep code
Another fix to prevent stack overflow when trains go wrong, which would crash the whole server. Sorry Staging players.
Don't couple if the track that the other train car is on isn't actually connected to ours
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
Don't allow "swapping" train car coupling. Only couple if a train car is not coupled to anything
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.
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
Proper gibs for train_wagon prefabs
Replaced old workcart gibs mesh
New workcart gibs / added new bogies
Merge from abovegroundtrain_dismount_fix
Raised the WorkCart parent trigger. Allows for jumping on the top of it without unparenting
Fixed coupling pfx happening when entering range
Always let the engine decay first
Added decay code for wagons. Told WorkCarts and wagons not to despawn if they're on an above-ground siding.
Early exit from CompleteTrain UpdateTick if already disposed
Fix Tom's WorkCart Dark 2 mat
A collision in ApplyCollisionsToTrackSpeedcan destroy a coupled train car, making a CompleteTrain invalid during MovementTick. Check for this and bail out if needed.
Tweak particle effects so they are visible form the cabin
Add a light in the cabin that blinks briefly when a workcart couples
Add some sparks when coupling/uncoupling
Fixed trains no longer colliding with static barricades. Moved the collision triggers back from the Trigger layer to the Vehicle World layer
Don't allow climbing ladders while mounted to an entity, hopefully fixes player briefly intersecting with ladder volume when mounting/dismounting and causing issues
Removed prevent building volumes from the train cars (can't build near them anyway)
Raised the parent triggers on the wagons enough that a player can jump in the air without unparenting
Add NavMeshObstacle to base train wagon prefab