198,617 Commits over 4,140 Days - 2.00cph!
Set up hurt triggers to work correctly again
Merge from powerline_zipline/proc_gen_improvements
Fixed prevent building volumes on ziplines not properly calculating in some cases
Fixed prevent building building volumes sometimes calculating incorrectly on the server
Don't couple train cars together if the velocity difference is >5m/s, or the angle is too big.
Fixed some loading and pooling issues with the arrival points
Fixed RPC_WantsUncouple check not working correctly when the player was parented
Wagons explode when destroyed
Assigned temp gibs to all the wagons
Made the wagons destroyable again
Merge from powerline_zipline/proc_gen_improvements
Fixed arrival points not saving
Merge Main -> Rail Network 2
Cherry-pick. Port my compile fix
Merge Rail Network -> Rail Network 2
Merge Coupling -> Rail Network
Refactored the way front/back is calculated on coupled trains. Fixed GetTotalPushingMass calculation to avoid recursive loops. Fixes various problem situations e.g. Coupled trains with train cars facing in two different directions colliding with a non-coupling WorkCart that's up against a static barrier
Coupling WIP before I refactor some systems
Merge pr 32 - Fix countdown not working
Can now add "needsKeyboard":"true" to an input field to make it block input only while the input field is focused
Fixed profile sample mismatch, grid only refreshes when we move a certain distance
Include the clan.create command in builds (for now)
Update banner texture
Finalizing down west coast WIP
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Client xor server compile fix
Finalized remaining bits of the east side.
Updated sources - 3DS 2023 files
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Fixed IsCoupledBackwards calculation with reversed trains
Merge from powerline_zipline/proc_gen_improvements
Reapply the arrival point entity that I subtracted in
69932, render the entire line and only spawn them if the line is over 100m long
Ziplines can now route through two mid points to reach their destination