branchrust_reboot/main/WorkCartcancel
722 Commits over 395 Days - 0.08cph!
More train track spline work
Add method to regenerate all spline shared data for the project at once
Prefab and scene updates to support train tunnel variants and train tunnel transitional pieces (using placeholder meshes)
Added left / right variant support to GenerateDungeon
Added transitional piece support to GenerateDungeon (to spawn a transitional prefab when it's impossible to match the exact variant)
Reverting spline asset path code for now as GetAssetPath didn't work on prefab variants and GetPrefabAssetPathOfNearestInstanceRoot caused the Unity editor to crash on certain prefabs
Fix several bugs with spline data generation
Compilation fix for editor vs build
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain
Ensure GenerateDungeon always places its result underground
Added underground volume / terrain trigger / water trigger to tunnel pieces
Added mirrored variants of the transition pieces
Plugging the new prefabs into dungeon_grid_test
Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes - Added t-junctions and 4-way junctions Created test prefabs for procedural generation Some mesh fixes
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
Merge WorkcartRotation -> Workcart
Improved data index system for the world splines. Fixes new data getting generated sometimes by re-scanning for existing data. Also allows different prefabs with the exact same spline data to share the same data.
Added profiling for train code.
Merge /Workcart/SharedSplineData -> /Workcart
Fixed 72m trail tunnel stop spline not going all the way
Extended train_tunnel_stop_b to 72 meters
Fix colliding train not moving after side collision train moves away
WorkCart now handles side-on collisions with other trains at crossings
Minor edits to collision handling
Increase collision damage, remove unused var
Set up a perpendicular rail crossing on my test map
Fixed track splines on large curves / added missing coliders to some prefabs / cleaned up the train test scene
Added 108m curve pieces / tweaked double tunnels geometry
Apply the effect of gravity on sloped track
-Only allow mounting WorkCart when already standing on its platform (prevent drive-by mounting by jumping at the right moment)
-Fix bounds.Contains use, since it's AABB only, not rotated (Unity pls)
Add mount passthrough on WorkCart glass entity, so the player can still mount when looking at the windows.
Adjust train engine speeds
Another go at accounting for secondary forces on kinematic trains - e.g. a train hitting a car that's up against a wall. Better result this time, so putting this one in officially.
Tweaking static obstacle handling
WorkCart audio, don't play oneshot sounds if far away
WorkCart audio, use blended loop for the engine loop
- Removed no-longer-used WorkCart destroyed damage FX
- Updated damage effects for light/medium/severe damage
Workcart Gibs missing faces fix
also reduced number of gibs
Potential fix for workcart gibs mega wheel bug
needs checking
Replace workcart placeholder gibs model with the real one
Trains tunnels test scene extra workcarts