122,043 Commits over 4,048 Days - 1.26cph!
merge from LoadingScreen_02 (fixes / improvements)
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Minor magnet crane tweak after further testing
Fixed work cart gravity calculation being backwards (so uphill was faster, downhill slower)
GenerateRailMeshes now generates a TrainTrackSpline script with a spline that the train can follow. WorkCart can now run on the above-ground rails - but not very accurately as the drop to terrain height that the real tracks use is so far ignored.
TrainIsland track testing scene
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Unity was automatically recalculating the Magnet Crane inertia tensor as the crane arm moved, causing it to get pretty unstable if the arm was up high. Now manually overriding the intertia tensor with values that essentially treat the arm component as weightless (we already did this with the centre of mass).
Magnet crane braking/steering
Final height & splat polish on north side
Don't show server details on loading screen when streamer mode is enabled
Fix server details not showing on loading screen when reconnecting to the same server
Just about done splatting the north
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setup a save file for testing.
- Fixed controls working while magnet crane is still starting its engine
- Completed magnet flag TODO
Improved accuracy when raycasting at steep angles by decreasing the orthographic size
Revert timeout and colour changes for testing
Simplified magnet crane steering code - use torque force only
Cleanup command buffers when quitting the game (probably not an issue in builds)
Magnet crane brake power increase + minor code edit
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
Magnet crane rigidbody edits
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
Conditional Reflex UI fixes
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
Don't let ESPPlayerInfo entries get stuck in the queue
updated player keycard override controller with same idle pose as other weapons
fixed feet glitch on player attack intros
Disable the Magnet Crane Animator when its Rigidbody sleeps.
- Fixes the crane mostly not sleeping (wakes soon after it's put to sleep).
- May fix the crane doing crazy movements when it does manage to sleep.
Fixed Always Sprint affecting sprint-key input on things other than player movement