branchrust_reboot/main/rail_network/couplingcancel

81 Commits over 31 Days - 0.11cph!

2 Years Ago
Refactored the way front/back is calculated on coupled trains. Fixed GetTotalPushingMass calculation to avoid recursive loops. Fixes various problem situations e.g. Coupled trains with train cars facing in two different directions colliding with a non-coupling WorkCart that's up against a static barrier
2 Years Ago
Coupling WIP before I refactor some systems
2 Years Ago
Fixed IsCoupledBackwards calculation with reversed trains
2 Years Ago
Merge Rail Network 2 -> Coupling
2 Years Ago
More collision work
2 Years Ago
Train collision fixes
2 Years Ago
Improvements to train collision handling
2 Years Ago
Non-coupling train collisions mostly working again, after refactoring it into the new coupled train system
2 Years Ago
Collision trigger edits
2 Years Ago
Better code for train cars that don't lock together + other train work
2 Years Ago
Minor edits
2 Years Ago
Made it easier to shunt around long trains. Calculate the total mass in a less realistic but more fun way.
2 Years Ago
Made train wagons indestructable for this release (until we get gibs)
2 Years Ago
Fixed wagons not syncing position to the client. D'oh
2 Years Ago
Fixed trigger NRE with coupling
2 Years Ago
Fixed incorrect wagon rail height
2 Years Ago
Regenerated track splines
2 Years Ago
Test map edit. Added all the wagons
2 Years Ago
WorkCart train coupling LOD assignment fix
2 Years Ago
Train wagon entities
2 Years Ago
Base train wagon entity
2 Years Ago
Set up WorkCart coupling LODs
2 Years Ago
Set up above-ground WorkCart bounds and colliders for coupling
2 Years Ago
Coupling point setup for above-ground WorkCart
2 Years Ago
Compile fix for uncoupling
2 Years Ago
Simplified coupling
2 Years Ago
Don't scan for decoupling if the coupling point can't be locked
2 Years Ago
Deleted my placeholder train engine and carriages. Moved some assets around.
2 Years Ago
Merge Rail Network -> Coupling
2 Years Ago
WIP refactoring train car collisions and coupling. Hoping to remove a lot of the old "workcarts pushing other work carts" code, and instead treat it as an unlocked coupling, even for train cars that don't actually have couplings (like the train tunnel WorkCarts)
2 Years Ago
Merge Rail Network -> Coupling
2 Years Ago
Merge Rail Network -> Coupling
2 Years Ago
Coupled train collisions WIP
2 Years Ago
Added barriers to the test map rail
2 Years Ago
Made the train carriages a lot lighter
2 Years Ago
Train car coupling spacing is now correct. Also fixes the brief jitter when first coupling
2 Years Ago
Removed debug print
2 Years Ago
Fixed situation "b"
2 Years Ago
Added blue and green test carriages
2 Years Ago
Coupling bug fixes
2 Years Ago
Train coupling WIP. Coupled trains can now move forwards or backwards without glitching out.
2 Years Ago
Coupling WIP. Coupled trains now work in a perfect "spherical cows in a vacuum" type of scenario. Remaining scenarios TODO.
2 Years Ago
Train coupling WIP. Many bug fixes and many new bugs.
2 Years Ago
Compile fix
2 Years Ago
Revert 69804. We know which way the train is heading, so we can make do with only one alt track.
2 Years Ago
Fixed inherited track speed when trains couple sometimes being reversed. Removed TrackSpeed property.
2 Years Ago
Increased train engine power
2 Years Ago
Fixed TryGetOppositeCoupling result
2 Years Ago
When trains collide and couple, maintain an average of their previous track speeds
2 Years Ago
Train engine force calculation accounts for coupled engines facing in reverse direction