userBill Bcancel

13,114 Commits over 2,800 Days - 0.20cph!

1 Year Ago
Semi-fixed the locomotive headlight spotlight behaviour
1 Year Ago
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
1 Year Ago
Added a note to the comment re not using ClientInit() for the particle setup.
1 Year Ago
I have attained the truly correct way to handle particle systems and implemented it here. Here is a handy guide to the following difficult situation, which I've also pasted into a new block comment in ParticleSystemContainer: - You have a Particle System that you want to be on sometimes, and off at other times. e.g. Smoke from an engine that emits while the engine is running. - You want the Particle System to be culled (ParticleSystemCull) or LOD'd (ParticleSystemLOD) at a certain distance. Here is the setup you need: - Use a ParticleSystemContainer and control your particle systems from there, not directly. - Set your ParticleSystemCull/ParticleSystemLOD scripts to Play On Show TRUE. - In your parent entity, immediately call Stop() or Play() on the ParticleSystemContainer in ClientOnEnable(), as desired for the particle's current state. This gets everything into the right initial state. From there, things should work correctly.
1 Year Ago
Fixed client compile
1 Year Ago
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
1 Year Ago
New particle FX now behave correctly. - Added stopOnEnable option to ParticleSystemContainer and set it to true on all the new FX - Re-enabled all the ParticleSystemCull/ParticleSystemLOD scripts - Removed my additional Stop() commands in init
1 Year Ago
Removed engine front left/front right ladder objects
1 Year Ago
Fixed locomotive engine smoke not playing
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
Disabled all particle system LOD scripts on the new FX for now. Need to work out a way to make this play nicely with Play/Stop before we re-enable them.
1 Year Ago
Fixed the unloading indicator on train engine monitors not showing if the index was zero
1 Year Ago
Always animate the locomotive fans. All the exceptions (spectate, debugcam, demo etc) were getting more complex than just always animating
1 Year Ago
Fixed wrong pressure gauge readings when locomotive is off
1 Year Ago
Fixed locomotive fans and gauges not animating in demos
1 Year Ago
Reference the crates on the loot wagon via EntityRef
1 Year Ago
Drop loot from loot wagon unloadable crates if the wagon is destroyed, but only if the gravel has already been removed
1 Year Ago
Fixed loot wagon crate visibility bug
1 Year Ago
Cease unloading if the fuse is removed during the unloading process
1 Year Ago
Don't light the interior coaling tower lights if it's not powered (fuse)
1 Year Ago
Set up the same ParticleSystemContainer + PlayOnShow + Stop on init system for the unloadable train wagon FX an coaling tower FX. Fixes LODs not playing nicely with play/stop.
1 Year Ago
Fixed locomotive engine FX not behaving well with LOD
1 Year Ago
Null check around fxEngineOn
1 Year Ago
Disabled Play On Show on the locomotive exhaust as well
1 Year Ago
Disabled Play On Show on the FX
1 Year Ago
Set colour tints on the coaling tower FX
1 Year Ago
Hooked up coaling tower FX
1 Year Ago
Tint the wagon unloading FX dust differently based on the ore type
1 Year Ago
Trigger the wagon unload FX when unloading
1 Year Ago
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1 Year Ago
Fixed locomotive small lights starting in on state with the locomotive off (prevLightVisualsOnState bug)
1 Year Ago
Show locomotive engine FX only when the engine is running
1 Year Ago
- Subtracted 72739 (rotation only, keep darkness) - Added variation between each fan's speed in LocomotiveExtraVisuals
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
Merge CoalingTowerIO => Trainyard Update. Protocol++
1 Year Ago
Fixed server compile
1 Year Ago
New security door type for the coaling tower, that doesn't show the user interaction
1 Year Ago
Mostly got the keycard door thing working correctly
1 Year Ago
Don't allow use of the coaling tower buttons if the fuse isn't in. More IO setup
1 Year Ago
Hooked up IO to the coaling tower buttons
1 Year Ago
Visual ore level set is needed on the server as well, for the collider
1 Year Ago
Fixed double-ups and other trouble with sub-entities on wagons and on the coaling tower
1 Year Ago
Fixed bugs with percentDrag in the friction calc
1 Year Ago
Adjusted the coaling tower unload friction
1 Year Ago
Bug fixes
1 Year Ago
Manifest etc
1 Year Ago
Hooking things up
1 Year Ago
- Added a small new utility class, NetworkedProperty<T>. Handles the boilerplate code for a property (of any type) that's network synced to the client any time it changes. - New PercenFullStoraageContainer class is a storage container that syncs how full it is to the client, any time its contents change. OreHopper now subclasses this. - Moved LootTypeIndex back into the CoalingTower script, and changed some protobuf data.
1 Year Ago
WIP monument puzzle setup. - Coaling Tower is now an IOEntity instead of a StorageContainer. - Added StorageContainer entity for the ore hopper. - New OreHopper StorageContainer subclass shows the visual ore level, and handles some other aspects that CoalingTower used to handle. - Started setting up the keycard and fuse box. - Protocol++
1 Year Ago
Improved the "friction" help for lining up wagons to unload.Now variable based on train velocity and distance to the perfect spot