13,104 Commits over 2,800 Days - 0.20cph!
Check the true max loot amount of the wagon's ore type when unloading into the hopper, and make that the hopper's 100% full look
Fixed trains not being able to pass the road crossings at Trainyard. Trainyard S2P. Track spline data regen.
Ore hoper fill animation working. Needs some cleanup
Fixed the stutter at the start of the ore emptying process
Added a start delay for removing ore, allowing the vacuum to lower first
Button animations, sync some more flag data
Coaling tower button setup
A basic editor window to "drive" objects around in the editor scene view
Coaling Tower script rename
Merge Main -> Trainyard Update
RefreshSignalLights on load only on client side
VehicleLight now supports multiple renderers, with potentially a different material index each. Set it up with the locomotive to set lights on the lower LODs. Updated all existing uses of VehicleLight. Some additional file cleanup.
Locomotive lights turn on/off
Fixed unloading point. Signals lights are now functional.
Started to integrate the unloading system with the real coaling tower
Fixed ContainerMaxStackSize being client-side only.
Added support for the Error Text special case to the hudcomponent convar
Removed missing prefab from bush_dead
Removed three missing prefabs from the Trainyard "coaling tower" (they all seem to be integrated into the main model now).
Wagons animate ore scale instead of y position
Give Prefabs.cs its missing Meta file
Merge Main -> Trainyard Update
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Fixed discrepancies between maximum wagon interaction distance and loot UI distance
ItemContainer AddItem can now optionally respect max stack size, both for the item and for the container itself. Trains cars use this to fill correctly. Also fixed ItemContainer GetMaxTransferAmount returning 0 if stack size was unlimited.
Allow the player to see the loot in a loot wagon, but not take it out
Minor edit to the temp unloader
Fixed unload animation getting cancelled if the train send a network sync for some other reason (engines turned off etc)
- Check every unloading tick that the wagon is still under the unloader
- Moved most of the unloading code to the unloader itself
- Do the whole unload with a single RPC, instead of one every 10%
Hide the ore completely if it's at 0% full
Fixed some bugs with wagon filling and emptying
Fill train wagons with charcoal, not Santa coal.
Fixed unloader yellow light flag toggle
Unloader can unload wagons
Rather than unloading all at once, have the wagons progressively unload as the animation plays. A little more complex, but if e.g. your wagon is destroyed while unloading, it'll make more sense that you receive half the loot.
Commit underwater_lab_glass and EngineUI.prefab because Unity really wants to change them after the downgrade
Unloadable wagons fill and empty. Properly setting ore visuals (not animated yet).
Loosen decay prevention rules for ore wagons that have been emptied
Settinmg wagon ore level and material WIP
Scaled ore wagon LOD levels to match the other parts of the mesh (using CopyLODValues)
Merge 2019 Revert -> Trainyard Update. Reverts the branch to Unity 2019.4.7f1.
Removed temporary prefabs
Re-updated the test map terrain to its latest shape