13,104 Commits over 2,800 Days - 0.20cph!
Fixed errors from RefreshMovementLightVisuals with WorkCarts
Instead of using the ItemDefinition from the unloadable wagon loot list directly, use its itemID to get the item from the ItemManager. Fixes NRE on itemMods when creating the item, which was caused by the fact that the version of the ItemDefinition directly from the list was never initialized. Curiously, it was initialised in the editor, so this bug only showed up in builds.
Enabled read/write on all coaling tower colliders
Narrowed the coaling tower's unloading bounds
Fuel wagon is now a lot more picky about where it's lined up to unload (has to be over one of the tanks). To facilitate lining up, the fuel wagons will soon have an automatic snap to position
Moved CurThrottleSetting back to TrainEngine
Prematurely end shunting if a player in any connected train engine applies throttle
End shunting properly if the makeup of the completetrain changes (e.g. the end carriage couples with another one during a shunt) + other fixes
New shunting system, should be more reliable
Rebuild manifest again to fix Aux2 challenge [impossible]
Fixed loot index not being set when loading unloadable wagons from save
Different Aux2 testing content
Fixed NRE when loading coupled trains from a save if the train was destroyed immediately during load
Added some temporary logging to troubleshoot the NRE that only occurs on Aux2
An insignificant edit to TrainWagonC. Trying to wake the build server up to the latest changes
End shunting prematurely if a collision happens
Show one signal light if there's a train car but it's not an unloadable one
- Coaling tower now detects train cars that aren't unloadable, and allows shunting them too.
- Simplified the amount of possible interaction states in the coaling tower UI.
Merge Main -> Trainyard Update
Marketplace tarpaulin meta file fix
- Trains now support shunting forward and back one wagon at the coaling tower controls. Still some work to do on it.
- Added button press/release/failure sounds.
Possible fix for f96afe8f192318743adbf8e0d929e925 (WagonC) GUID error
ConsoleSystem camphysicalfocallength default fix
Disable the shunt buttons and show a different interaction UI if the train is moving (only allow shunting when the train is not moving).
Consolidated locomotive light LODs into the main LODGroup
Set up the Locomotive lights to match Petur's spec:
- Main white headlights (controlled with the headlight key)
- Small white lights on the side of the train that's heading towards you
- Small red lights on the side of the train that's heading away
- Small green lights if the train is stationary
GameUI/MenuUI changes that Unity wants to do
Adjusted vacuum height on the loot wagon
Fixed vacuum disappearing while animating by enabling "Update when offscreen"
Train unloading vacuum now stretches to different depths depending on the wagon type
Unloadable wagon bits and pieces
Added a note to TriggerBase that it doesn't correctly handle GameObjects with multiple colliders (looked into fixing it properly but it wouldn't be simple)
Fixed fuel tank collider detection issue. Our triggers get confused by multiple colliders on multiple gameobjects.
Updated locomotive monitor to the new screen size and aspect ratio. Removed widescreen support from the train monitor code.
Trainyard S2P. Properly fixes the error on server load in GetPercentFull.
Full manifest rebuild, committing all changes apart from generated materials to clean up all the mess. Should hopefully fix Aux2 builds as well.
Modified the GetPercentFull fix from 72,345
Merge Main - Trainyard Update
Fixed locomotive light material errors after the model update
Fixed fuel wagon gibs. Manifest update.
Finished setup - fuel wagon now fully functional. Output goes into the red tank.
Some variation in the hatch anim
Hatch animation is bouncy instead of linear. Refactoring.
Basic automatic hatch animation for the fuel wagon
Unloadable fuel wagon WIP. New prefab, script, updated colliders.
Merge Main -> Trainyard Update
Manifest build for wagon changes