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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
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