branchrust_reboot/main/Workcartcancel
722 Commits over 395 Days - 0.08cph!
Fixed jittering when travelling down in the static elevator
Enable read/write on Workcart gibs
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.
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
WIP for pushing against a static barricade to damage it. Will come back to finish this later
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.
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
Update work cart parenting volume coverage
Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs
S2P tunnel entrance scene
Train track barricade mesh / collider and gibs
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)
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
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.
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
Updated test map barricades
Set up spline for mirrored station piece
Lowered the dismount points on the work cart and added more possible dismount points on the train platform
Fixed hand IK grip targets in workcart cabin
Add foot IK trigger to workcarts
Fix foot ik changes not applying while parented (whoops)
Moved the warning beep audio source into the cockpit
A better place to stop the proximity loop
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
Re-enabled proximity warning after refactoring
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
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
- 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.
- Added a button to the spline inspector to go straight to the shared splines prefab
Fixed GenericSpawnPoint class not compiling in CLIENT mode
Fix new track spline components no longer getting set up correctly when fist added
Remove my temp "boarded up" window object from the work cart
updated workcart lights + added cover
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
workcart sounds first pass
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
Added side tracks to stop transition pieces
removed window from workcart door so the door can be interactable.