branchrust_reboot/main/rail_network/couplingcancel
81 Commits over 31 Days - 0.11cph!
Get TrackSpeed properly, taking train cars that are facing backwards into account
Merge Rail Network -> Coupling
Set track speed correctly on secondary cars. A few other fixes
Merge Rail Network -> Coupling
Uncouple train cars if destroyed. Removed CoupledTrain class. Client/server compilation changes.
Moved friction into the total forces calculation as well
Group gravity and engine forces on the train cars together. Working on a coupled train class to sum them all together.
Support two alt tracks, so we can have one from in front and one from behind.
Some more WIP train car coupling work
This isn't going to work, but committing what I've got in case I need some of it back later. Initial work on the physics of coupled trains.
Now playing couple and uncouple sounds
Only show uncouple interaction when coupled
When a user uncouple a train, let it uncouple, and don't recouple it unless it moves away and back again
Set up temp train bounds and hurt triggers correctly
Refactored all the coupling code. Improving decoupling
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.
Automatic coupling when train cars collide
TrainCar.Collision class formatting to match the others
Coupled/uncouple visual difference on the client. Sync the flags.
Functional uncoupling interaction
Added a train coupling piece prefab and put it on my test trains.
Basic train coupling class