13,114 Commits over 2,800 Days - 0.20cph!
Fixed locomotive triggerparent not extending far enough to jump between engines
Do the same fix for CardGameController
Fixed the coaling tower vacuum stealing a little ore if the output was not entirely full, but was near full, and additional ore was extracted from a wagon
Avoid NRE in a very specific case where the train car is decoupled while another is lined up to unload
Extended the locomotive coupling points a little further out from the main model
Do not allow dropping content into items that are inside locked containers (e.g. adding water to a water jug inside a locked container).
Fixed NRE in StopSounds if wagon was destroyed while unloading
Update the loot crates when the loot wagon is unloaded, to not say the bit about taking it to trainyard
Don't show Open interaction from the wagons anymore once they're empty
Changed some locomotive and workcart cabin lights to be based off whether the engine is on, instead of the headlights state
Hooked locomotive cabin lights up to headlights as well
Enabled GPU instancing on light mats, set up locomotive instrument panel emissive to turn on/off with headlights
Fixed NRE on OrePalneRenderers
Set up the updated ore hopper FX
Don't have rear headlights on when train is not moving (Petur request)
Raised front and rear collision triggers on the locomotive
Merge in the new coaling tower animation changes
Set up the new fuel wagon animation layer
Merge Trainyard Update to the new anims branch
Don't do clipping checks in locomotive cockpit
Only play train engine off sound if engine was on (or starting up)
Removed floating headlight mesh
Fixed the train engine sound sometimes staying on after the engine turns off
fixcars tier 1 now just empties wagons, instead of refilling them (Paddy feature request)
Reversed the direction that's considered a "forward" shunt at the coaling tower (Paddy request)
Combined locomotive LOD groups into one
Set up locomotive control lever and IK. By necessity, introduces some clipping on the player's leg for now
Merge Control Lever -> Trainyard Update
Oops, revert accidental change to Explosion3D_5.mat in previous commit
Merge Trainyard Update -> Control Level. Fixed up merge conflicts in Train
Fixed train shunting not using the 2D distance
Test map edit to support shunt testing
Locomotive/WorkCart fuel interaction improvements
Removed PrefabInformation script from the large wood box. Fixes the loot panel title being blank.
Gave Coaling Tower outputs titles: "Tank" and "Skip"
Merge Main -> Trainyard Update
Use Time.time instead of Time.realTimeSinceStartup
Fixed wagons decaying very quickly if the server has been up for more than 30 minutes
Subtract
72864 - testing complete.
Fixed LocomotiveExtraVisuals NRE
Different debugging to narrow the decay bug down
Subtract
72859 - testing complete
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
Minor edit to locomotive to see if the build server is confused re the visuals NRE
Fixed fuel storage prefab ID, manifest rebuild
Minor headlights setup edit
Set up the more advanced separate forward/backward headlights