122,208 Commits over 4,048 Days - 1.26cph!
Increase mass multiply from 33% to 40%
Merge from shot_parenting
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.
Initial version of rail sidings (short, parallel sections of two-lane-rail; still some overlap issues to be solved)
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Fix global broadcast changes at runtime (hab/helicopters) not taking effect because the entity has not moved (UpdateGroups returns false so nothing happens)
Fixed some issues with train coupling visuals not aiming correctly
Adjusted import settings on the new link icons
Add support for demo shots to serialize parented shots
Stores the current parent entity and optionally the bone that the camera is attached to
Fixes out of sync camera movement in shot playback when a shot is recorded while parented to a moving entity
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.
Reworked the megacliff walkway ramps because the old style was impossible to splat with the new cliff pieces without it looking like complete crap
Restored junkpile NPC prefab nuked in merge
70471
Calculating potential total instance count debug
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Stripped a lot of code out and setting up foliage grid to try and support compute based foliage.
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Auto-create the save path for servers (server.identity)
Fixes exceptions thrown at boot when it doesn't exist
Codegen and manifest to fix merge errors
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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