branchrust_reboot/main/TrainWorkContinuedcancel
34 Commits over 31 Days - 0.05cph!
Improved handling for vehicle kinematic state, right now just for RHIB. Should hopefully fix occasionaly "Kinematic body only supports Speculative Continuous collision detection" errors on servers.
Redo train changes from Main
Mere Main -> TrainWorkContinued. Had to stomp train changes from Main (will reimplement)
Revert some ragdoll parenting edits
Ragdolls now collide correctly with vehicles
Merge Main -> TrainWorkContinued
Simplify GetLootFromIndex
Items still collide correctly with vehicles now, but turned off actual local-space parenting for all but the trains. It seems to work better in the other vehicles (HAB, scrap heli, modular car flatbeds) if the items are kept in world space and therefore allowed to roll around freely
- Dropped items now collide with vehicles
- Dropped items now parent to vehicles with parent triggers
Fixed trains creeping forward when being pushed against a static obstacle
- Trains now repeatedly check for ability to couple while colliding. Previous if the coupling failed for any reason on initial touch, it wouldn't try again until backing off and retrying.
- Two fixes for trains colliding with other trains up against a static object.
Merge Main -> TrainWorkContinued
Merge Main -> TrainWorkContinued
Get hurtTiggerUser once, instead of every tick
- Added methods to check all, or individual, train track splines in prefabs for potential tangent issues.
- Fixed up the dodgy tangents in four train tunnel prefabs.
- Removed the temporary workaround for the broken ones, and some now-unused methods.
- Regenerated spline data.
- Some formatting.
One remaining problem with the updated splines joining up so this can't go on Main just yet.
Trains now check for available space BEFORE spawning, and try a new position if needed
Updated wagon gibs to the new wagon colours
Fixed up gibs for WagonA/WagonB/WagonC
Added death screen names and icons for modular car deaths, and for snowmobile deaths
Added missing train entity in death screen list
- Added death screen icons and names for all the new train components.
- Fixed a couple of bugs with train wagon gibs.
OnPostFill virtual method fix
Spawn some extra train engines if there aren't enough to fill all sidings
Spawn one train engine at every siding before moving on to spawning the rest of them randomly. At low spawn populations, there may still not be enough engines to have one per siding
Merge Main -> TrainWorkContinued
Code review: Added divide-by-zero check.
Code review: Save GC with orePlaneRenderers.
Merge Main -> TrainWorkContinued
Disable the ore plane gameobjects when the transform scale is at zero (less efficient than disabling just the renderers, but since there are multiple LODs this keeps it simple)
Merge MoreTrainFixes -> TrainWorkContinued