121,379 Commits over 4,018 Days - 1.26cph!
Some dodgy splines in the train tunnels are keeping my new, correct spline tangent calculation from working there. Rather than go through all the underground splines at the late hour, this commit is a temporary solution. Use the new system on above-ground rails and the old system in the train tunnels.
Fixed trains now being able to spawn facing in reverse anymore. This was an issue with the value being exactly on a LUT point
Removed unused assets
reduced the number of new textures to be used
organised train specific folders so it's navigable and tidier
Reduced texture sizes
updated train mesh, reduced gaps in the mesh and improved vertex painting
red and blue channels now work as expected
added collision mesh
added uv2 ao map to ground train a bit more
added additional decals around the train
Better fix, just remove the inside group checks
Fixed some edge cases where a spray could be stuck as busy
Run accurate mesh snapping on regular MeshRenderer components and on objects on the Default layer
Trigger collision layer fix
Still not right in all cases. Revert to the old tangent system until I've got everything working correctly. Broken very rare sharp curves is better than broken train tunnels.
Another tangent fix. Fixes underground rail tangent issues (trouble at spline transitions)
Remove limbo group solution in last commit, caused issues when switching while a player was mounted
UpdateNetworkGroup now recognizes if an entity is in the global broadcast group and updates it to use it's local group
Rail spline rebuild (for the underground tunnels)
- Fixed coupling sometimes happening at higher speeds than it's supposed to.
- Added some profiling.
Merge from shot_parenting
Fix shot parenting applying incorrect offsets when parented to the root of a player
Fix convars getting triggered while a text input has focus in the demo shot UI
Revert to previous arid postfx
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