branchrust_reboot/maincancel

34,529 Commits over 4,232 Days - 0.34cph!

4 Years Ago
Coupling points now pivot to try and visually stay connected. To achieve this, we're now sending basic data on what we're coupled to to the client
4 Years Ago
Do heaps of damage to animals/npcs if a train hits them.
4 Years Ago
Sedan test thing
4 Years Ago
Restored junkpile NPC prefab nuked in merge 70471
4 Years Ago
Added grass.refresh_budget and decreased resolution in FoliagePlacement.CheckBatch
4 Years Ago
Lowered wagon and above ground workcart populations
4 Years Ago
Fixed train wagon wheels not animating
4 Years Ago
Reduce timeSinceCouplingBlock lockout from 2s to 1.5s
4 Years Ago
Another train coupling fix
4 Years Ago
Fixed a case where a train car would become non-functional after uncoupling
4 Years Ago
Fixed performance drop when looking at a deployed boom box in a crowded base
4 Years Ago
Updated bogie detaild colliders on Work Cart and wagons
4 Years Ago
Block train coupling for a couple of seconds after some situations
4 Years Ago
Rerun train car gib setup
4 Years Ago
Null check - work cart doesn't have train car audio
4 Years Ago
Remove extra newline
4 Years Ago
Stop Train Car audio when the client tick stops
4 Years Ago
Merge in the updated train audio
4 Years Ago
Allow train car coupling at a bit higher speed
4 Years Ago
Comment only
4 Years Ago
Merge in train sleep code
4 Years Ago
Another fix to prevent stack overflow when trains go wrong, which would crash the whole server. Sorry Staging players.
4 Years Ago
Don't couple if the track that the other train car is on isn't actually connected to ours
4 Years Ago
Catch attempted coupling when a train car collides with the side of another train car at a low angle at a junction. Only allow the coupling if the distance between the coupling points is low
4 Years Ago
Don't allow "swapping" train car coupling. Only couple if a train car is not coupled to anything
4 Years Ago
Make sure that a train car is removed from a CompleteTrain as soon as it's assigned to a new one. Prevents crash from infinite recursion during bugged collisions.
4 Years Ago
BillBTestMap edit
4 Years Ago
Updated train_wagon_b_gibs mesh / merged the roof and the walls Fixed broken physics on the train wagon and workcart gibs Fixed broken material overrides on workcart gibs
4 Years Ago
Proper gibs for train_wagon prefabs
4 Years Ago
Replaced old workcart gibs mesh
4 Years Ago
New workcart gibs / added new bogies
4 Years Ago
Merge from abovegroundtrain_dismount_fix
4 Years Ago
Raised the WorkCart parent trigger. Allows for jumping on the top of it without unparenting
4 Years Ago
Fixed coupling pfx happening when entering range
4 Years Ago
Minor fix
4 Years Ago
Always let the engine decay first
4 Years Ago
Added decay code for wagons. Told WorkCarts and wagons not to despawn if they're on an above-ground siding.
4 Years Ago
Early exit from CompleteTrain UpdateTick if already disposed
4 Years Ago
Removed debug log
4 Years Ago
Fix Tom's WorkCart Dark 2 mat
4 Years Ago
A collision in ApplyCollisionsToTrackSpeedcan destroy a coupled train car, making a CompleteTrain invalid during MovementTick. Check for this and bail out if needed.
4 Years Ago
Tweak particle effects so they are visible form the cabin
4 Years Ago
Add a light in the cabin that blinks briefly when a workcart couples
4 Years Ago
Add some sparks when coupling/uncoupling
4 Years Ago
Fixed trains no longer colliding with static barricades. Moved the collision triggers back from the Trigger layer to the Vehicle World layer
4 Years Ago
Don't allow climbing ladders while mounted to an entity, hopefully fixes player briefly intersecting with ladder volume when mounting/dismounting and causing issues
4 Years Ago
Removed prevent building volumes from the train cars (can't build near them anyway)
4 Years Ago
Raised the parent triggers on the wagons enough that a player can jump in the air without unparenting
4 Years Ago
Add NavMeshObstacle to base train wagon prefab
4 Years Ago
█▊▉▊ ▌▆▄▍▍▇▇▄