branchrust_reboot/main/WorkCartcancel
722 Commits over 395 Days - 0.08cph!
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Add parenting volumes to the WorkCart ladders, making the ladders usable while the train is moving
- Stop WorkCart if there's no-one on it
- Fix monitor display bug
- Add glass break effect
- Adjust glass protection
Respawn glass after thirty minutes, dependent on no players being nearby
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.
Fixed glass colliders, add glass protection type
Initial work moving WorkCart glass to a separate sub-entity
Adjust collision damage forces
Train protection values edit
New handling for collisions between kinematic trains
Workcart Mesh update
separated out the glass for damage pass
updated prefab
Initial setup for train better collision handling
Refactored train collisions trigger, working on improving train collision physics forces
Speed calculation fix + throttle adjust
Fix near desired speed calculation
Comment notes and a minor change to train audio
Refactor some track selection code into BaseTrain
Compile fix for track selection
Update to the audio manager, do some tricks with the throttle
Initial work on WorkCart audio manager
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.
Add grounded check for fake drag
- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders
- Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
Refactor the basic train movement and collision code into BaseTrain
Move train collision code to BaseTrain
- 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
Parent trigger size adjustment
More efficient speed calculation for modular vehicles
Hurt triggers and repel triggers for WorkCart
Code gen and manifest update, fixes disconnect when damage FX play on client
Only allow looting WorkCart fuel while standing on its platform
Disable WorkCart monitor canvas when >10M away
Add collision damage FX for WorkCart
Adjust top speed/acceleration/drag/throttle settings
Adjust WorkCart acceleration and top speed
Increase force-to-derail threshold
Don't show mount interaction on the client if train is dead
Improve static collision handling (+static collision bugfix)
Improve WorkCart collision forces
Add collision damage to WorkCart. Also have the WorkCart jump and shift a bit when it's destroyed, causing a more convincing derailment
Remove unused code from TrainEngine.Collision
WorkCart headlights off by default