121,349 Commits over 4,018 Days - 1.26cph!
Fixed not being able to enter the locomotive's rear door on upward inclines
Fixed wagon unload animation not ending if the wagon moved away from the vacuum while being unloaded
Additional null check in SpaceIsClear. Fixes NRE when a train spawns inside a collider which isn't an entity
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Improved wagons flying away too fast when uncoupled, or after collisions
Fixed two situations where train cars would end up with the reverse of the speed they should have after coupling or uncoupling
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MeshCull components now get culled correctly when inside of a HLOD volume
Test map update for testing coupling/uncoupling forces
Fix some cases of occludee shadows remaining enabled after HLOD has beocme active
Fixed NRE spam if a train car was uncoupled while the last car in a moving train was passing under the unloader
locomotive engine & movement sounds
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.