121,421 Commits over 4,018 Days - 1.26cph!
Sleep/wake WIP. Will merge this to Main on Monday after some more testing.
Fix player tick interpolator being set to a world space position when dismounting a mountable while parented to another entity
WIP on letting trains sleep when not moving (but still react to collisions etc)
Fixed coupling pfx happening when entering range
Always let the engine decay first
Added decay code for wagons. Told WorkCarts and wagons not to despawn if they're on an above-ground siding.
Early exit from CompleteTrain UpdateTick if already disposed
Fix Tom's WorkCart Dark 2 mat
A collision in ApplyCollisionsToTrackSpeedcan destroy a coupled train car, making a CompleteTrain invalid during MovementTick. Check for this and bail out if needed.
Tweak particle effects so they are visible form the cabin
Add a light in the cabin that blinks briefly when a workcart couples
Add some sparks when coupling/uncoupling
Fixed trains no longer colliding with static barricades. Moved the collision triggers back from the Trigger layer to the Vehicle World layer
Don't allow climbing ladders while mounted to an entity, hopefully fixes player briefly intersecting with ladder volume when mounting/dismounting and causing issues
Removed prevent building volumes from the train cars (can't build near them anyway)
Raised the parent triggers on the wagons enough that a player can jump in the air without unparenting
train couple/decouple sounds
train wagon movement sounds
Add NavMeshObstacle to base train wagon prefab
More west coast finalization - only remaining part of the old world.
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3 pole switch setup for Damian
More megacliff area / backup
Testing adding group destruction entities to a queue and processing them over time.
Disabled clipping check on the wagon parent trigger (now matches WorkCarts)
Codegen (fixes endless night)
Raised end ladder volumes on TrainWagonB
Assigning coupling point pivots
Cherry pick growable_optimsations
Added graphics.disableLightLod admin convar, bypasses all distance based light lod calculations so all lights will be no longer be disabled at a distance
Doesn't affect quality settings that limit the number of active lights (eg. graphics.shadowlights)
Merge from death_screen_improvements
Add prefab information to rocket_sam prefab (but use the associated item field instead of filling in info)
Remove PrefabInformation component from SAM_site_turret_deployed (since it's an ItemDefinition this should get associated automatically)
Fixed item definition lookup on death screen being case sensitive
Death screen info added for Patrol Heli, Bradley and Sam Sites
Show gib warning/errors even if the overrides section is closed
Don't show the update effect bounds button if the effect bounds are already correct
Fixed some trigger positioning on the wagons
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Added requested server convars:
- trainskeeprunning: If true, trains don't automatically stop when there's no-one on them. Default: false.
- stop_all_trains: Stops the engines of all train engines on the server.
Manually improved gib sizes on TrainWagonA and TrainWagonB
Sync and shrink gib overrides for train wagons
Fix spawn gibs in scene editor button not working while the game isn't running