branchrust_reboot/main/Traincancel
98 Commits over 92 Days - 0.04cph!
Merge Main -> 🚆 (revert spawn change, etc)
Moved the coupling FX from the gauges to the monitor
Placeholder dashboard coupling effect for locomotive
Removed the 15% bonus to wagon spawns as my new spawn fix fixes the root cause
Merge in my spawn fix + other content from Main
Merge the train kill invoke delay
Better and simpler available space checking for train spawns. Fixed valid population spawn positions being later rejected.
Detect and disallow parenting loops where the child is the parent (was already detected later in the chain with an error, but this lets TriggerParent early exit from the attempt)
Updated MinDistApart calculation to work with train cars of varying length (needed for the long locomotive)
Adjusted collision damage taken and derail collision force limits on all rail cars
Locomotive fan visuals fix
Locomotive visuals server compile fix
WIP better train collision damage balancing
Save a train's previous velocity and use that for collision calculations. Fixes only one train car involved in a collision taking damage sometimes
Set up locomotive rotating fans
Set up the locomotive gauges to show real info. Replaced M.P.M decal with km/h
Since vehicle dismounts work on which is closest rather than which is first, removed locomotive dismount points that are closer than the one by the exit door
Fixed some of the locomotive dismount spots being in invalid positions
Fixed players being able to jump out of the locomotive trigger when on top
Added a box collider to augment the mesh collider on the main locomotive body. Sometimes the mesh collider on its own confuses satchel charges etc
Set up gibs on the locomotive
- Trains now ignore collision with the train track (the locomotive unavoidably collides with the track on anything but the smoothest terrain).
- Adjusted some locomotive colliders.
Increased `fixcars` distance from 5m to 10m (helps with fixing large vehicles like locomotive)
Locomotive placeholder FX
locomotive gibs
(missed one section)
Locomotive placeholder damage FX set up
Locomotive cockpit and engine audio positions
Moved all train brake sparks (locomotive and workcart) onto the pivoting bogies, so they move correctly to line up on corners
Set up brake sparks for the locomotive
Increased wagon spawn ratio multiplier
Set up locomotive spawning, updated how existing engines spawn so that all train engines share a spawner now. Relative weights are controlled with PrefabParameters scripts
Updated locomotive LOD Group to include the updated couplers/bogies
Moved trucks further apart / fixed bones not working
Set up the updated collider and bogie model on the locomotive. Bones aren't working though.
Train locomotive couplers and trucks
Removed temporary coupling points and set up the new ones
Fixed the train's side ladders not working well by adding a Prevent Movement volume
Adjustments to all train ladder volumes
Updated locomotive to include bogies with bones and couplers with bones for animating
Update to the train based on feedback
Removed windows
added ladder at the back of the cabin so people dont get stuck as easily
changed the side steps to be ladders but in the same style as the steps
updated collider in relation to these changes.
(need to change the lods too in relation to these changes)