branchrust_reboot/main/WorkCartcancel

722 Commits over 395 Days - 0.08cph!

3 Years Ago
Fixed jittering when travelling down in the static elevator
3 Years Ago
Enable read/write on Workcart gibs
3 Years Ago
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
3 Years Ago
Minor refactor
3 Years Ago
Workcart spawn changes: - Don't snap to track based on collision with it; look in a sphere near the wheels instead - Snap reliably to the exact track position the train is sitting on - Look for track on initial spawn only. If we're derailed, we're not getting back on
3 Years Ago
WIP for pushing against a static barricade to damage it. Will come back to finish this later
3 Years Ago
Compile fix
3 Years Ago
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
3 Years Ago
Material name fix
3 Years Ago
Merge Main -> Workcart
3 Years Ago
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
3 Years Ago
Update work cart parenting volume coverage
3 Years Ago
Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs S2P tunnel entrance scene
3 Years Ago
Train track barricade mesh / collider and gibs
3 Years Ago
temp workcart spawns
3 Years Ago
fixed tunnel colliders not having read/write set updated tunneldweller weapons fixed issue with NPCs using semi automatic weapons sometimes double-firing NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
3 Years Ago
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
3 Years Ago
Fixed gas mask itemid
3 Years Ago
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
3 Years Ago
Workcart red colour variation: -red variant materials use a simple _Red suffix to differentiate; these are the only ones that need to be used for the variant. -removed ao from where the glass window and frame used to be on the door.
3 Years Ago
Network++ Save++
3 Years Ago
Merge from main
3 Years Ago
More foot ik work: Remove new trigger added this morning Fixed foot placement IK ray mask hitting incorrect vehicle layers IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required) This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
3 Years Ago
Updated test map barricades
3 Years Ago
Set up spline for mirrored station piece
3 Years Ago
Lowered the dismount points on the work cart and added more possible dismount points on the train platform
3 Years Ago
Fixed hand IK grip targets in workcart cabin
3 Years Ago
Add foot IK trigger to workcarts
3 Years Ago
Fix foot ik changes not applying while parented (whoops)
3 Years Ago
Moved the warning beep audio source into the cockpit
3 Years Ago
A better place to stop the proximity loop
3 Years Ago
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
3 Years Ago
Re-enabled proximity warning after refactoring
3 Years Ago
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance Added the new trigger to the static elevator lift
3 Years Ago
updated train barricade art fixed slow walking NPCs not playing footstep sounds TunnelDweller NPC will not longer roam far from it's initial spawn position
3 Years Ago
- Added spline for the new station middle rail. - Added ability to specify a spline as forced secondary, making it not be the default route. The middle rail siding was being calculated as the straightest and being assigned as the default.
3 Years Ago
- Added a button to the spline inspector to go straight to the shared splines prefab
3 Years Ago
Fixed GenericSpawnPoint class not compiling in CLIENT mode
3 Years Ago
Fix new track spline components no longer getting set up correctly when fist added
3 Years Ago
Remove my temp "boarded up" window object from the work cart
3 Years Ago
updated workcart lights + added cover
3 Years Ago
merge from main
3 Years Ago
revamped random rotation for spawngroups, can now specify an angle snap (45/90/180 etc) added new NPCDwelling underground navmesh now uses 50% less memory
3 Years Ago
remove debug ddraw
3 Years Ago
barricade setup
3 Years Ago
workcart sounds first pass
3 Years Ago
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3 Years Ago
Fixed single frame buoyancy issue when a corpse spawns in a WaterVisibilityTrigger NPCDwellings now filter out and add their own dynamic cover/move points if validated Improved HumanNPC aiming behavior HumanNPCs no longer bunch together at the same cover points Fixed lack of impact effects in WaterVisibilityTriggers Profiling
3 Years Ago
Added side tracks to stop transition pieces
3 Years Ago
removed window from workcart door so the door can be interactable.