branchrust_reboot/main/WorkCartcancel

722 Commits over 395 Days - 0.08cph!

4 Years Ago
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4 Years Ago
Add parenting volumes to the WorkCart ladders, making the ladders usable while the train is moving
4 Years Ago
- Stop WorkCart if there's no-one on it - Fix monitor display bug
4 Years Ago
Adjust glass protection
4 Years Ago
- Add glass break effect - Adjust glass protection
4 Years Ago
Respawn glass after thirty minutes, dependent on no players being nearby
4 Years Ago
Workcart Update Removed extra plane of glass (wasn't needed if glass is going to have the damage pass) updated materials as a result also updated prefab entity.
4 Years Ago
Fixed glass colliders, add glass protection type
4 Years Ago
Initial work moving WorkCart glass to a separate sub-entity
4 Years Ago
Adjust collision damage forces
4 Years Ago
Train protection values edit
4 Years Ago
New handling for collisions between kinematic trains
4 Years Ago
Workcart Mesh update separated out the glass for damage pass updated prefab
4 Years Ago
Initial setup for train better collision handling
4 Years Ago
Refactored train collisions trigger, working on improving train collision physics forces
4 Years Ago
Speed calculation fix + throttle adjust
4 Years Ago
Fix near desired speed calculation
4 Years Ago
Comment notes and a minor change to train audio
4 Years Ago
Merge Main -> WorkCart
4 Years Ago
Adjust engine pitch
4 Years Ago
Refactor some track selection code into BaseTrain
4 Years Ago
Compile fix for track selection
4 Years Ago
Update to the audio manager, do some tricks with the throttle
4 Years Ago
Initial work on WorkCart audio manager
4 Years Ago
When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
4 Years Ago
Add grounded check for fake drag
4 Years Ago
- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders - Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
4 Years Ago
Refactor the basic train movement and collision code into BaseTrain
4 Years Ago
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4 Years Ago
Move train collision code to BaseTrain
4 Years Ago
Merge Main -> WorkCart
4 Years Ago
- Get WorkCart rigidbody to sleep and wake appropriately - TriggerBase now passes the actual collider that was hit in OnObjectAdded as well as the object it's on, allowing WorkCart collision effects to handle GameObjects that have multiple colliders
4 Years Ago
Parent trigger size adjustment
4 Years Ago
More efficient speed calculation for modular vehicles
4 Years Ago
Hurt triggers and repel triggers for WorkCart
4 Years Ago
Code gen and manifest update, fixes disconnect when damage FX play on client
4 Years Ago
Test map terrain
4 Years Ago
Only allow looting WorkCart fuel while standing on its platform
4 Years Ago
Disable WorkCart monitor canvas when >10M away
4 Years Ago
Add collision damage FX for WorkCart
4 Years Ago
Adjust top speed/acceleration/drag/throttle settings
4 Years Ago
Adjust WorkCart acceleration and top speed
4 Years Ago
Increase force-to-derail threshold
4 Years Ago
Don't show mount interaction on the client if train is dead
4 Years Ago
Train settings edits
4 Years Ago
Improve static collision handling (+static collision bugfix)
4 Years Ago
Improve WorkCart collision forces
4 Years Ago
Add collision damage to WorkCart. Also have the WorkCart jump and shift a bit when it's destroyed, causing a more convincing derailment
4 Years Ago
Remove unused code from TrainEngine.Collision
4 Years Ago
WorkCart headlights off by default