193,207 Commits over 4,049 Days - 1.99cph!
If the current train car is unloadable, but not quite lined up right, and if it'd need to move in the specified shunt direction to be lined up, then line up the current traincar instead of moving right over to the next one
Merge WagonDecayChange -> Main
Reset decay time after unloading happens
Update MonumentBenchmark with just the three testing monuments
DON'T do the faster decay on the loot wagon
Remove the usual couple-engine decay rule if the unloadable wagon is empty
Prevent emptied unloadable ore and fuel wagons from falling apart while being used in a moving train.
This required a bit of a code refactor. Instead of dying and going into corpse state, they change how they decay, which lets them stay alive longer if needed, and doesn't prevent damage from players destroying them in a moving train.
Fixed molotov_w 3rd person model always burning up close up when held.
Pushed LODs on it slightly outward.
Fixed server-side unloadable wagons not setting the ore collider height correctly after loading from save.
Fixed 'fixcars 1' admin wagon unloading also not setting the server-side collider correctly.
Removed unnecessary Flag_HasLoot.
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Molotov impact burst FX WIP prefab backup
vm molotov cocktail - fix for fingers clipping jar
fixed permanent flashbang deafness
fixed molotov clipping issue
slightly increased flashbang effect duration
Added a light source to an airbourne molotov.
Molotov fire trail properly detaches and burns out on impact instead of insta-vanishing.
Iterated on the trail.
Disable canvas by default on inventory & contacts
Editor tool to toggle all canvas on or off
Auto hide lots of canvases
Add canvas disabler component
Coaling tower unloading time longer
Coaling tower skip larger container
Reset any Navigator update delay when brain changes state
Fixed several bugs with wagon vehicle_world colliders
Can now set an update delay for the next BaseNavigator update.
Added some delays to PetNavigator for situations where faster updates aren't needed.
Unfortunately, one more fix for coaling tower loot wagon detection
One more fix for checking the parent of the loot crates
Fixed coaling tower not detecting loot wagons well after
73343. Look at the parent entity.
Fixed incorrect collision layers for vehicle use on the loot wagon crates. Sometimes during high-speed collisions between a train and a loot wagon, this would cause the train to think the crates were a static object and cause the train to come to a complete stop.
The TrainCar SpaceIsClear check now also ignores colliders on child entities, since otherwise it would now detect the crates as objects in the way.
Fixed loot wagon only showing as 1/3 full
codegen after merge.
made pet UI a prefab to make future merges easier.
merge from main and fixes
GameUI prefab. No changes, but my earlier change to GameTip formatting has made the GameUI prefab want to adjust slightly
Separated Main and End colliders on the non-unloadable wagons. Fixes the coaling tower not detecting them correctly due to TriggerBase not handling multiple colliders on one object.
network++
codegen checks
Phrases
loot wagon unloadable loot tweaks
Molotov.deployed fire trail while in the air (a bit ghetto atm)
HDR tweak on Molo flames.