13,104 Commits over 2,800 Days - 0.20cph!
Replaced BillBTestMap terrain with the older terrain asset file. 2020 had made the newer version incompatible.
Merge Main -> 2019 Revert
Merge Main -> 🚆. Reverts project version to 2019.4.7f1.
More unloader menu options WIP
Ported the real "coaling tower" to my test map. New unload icon. Button interaction WIP.
Fixed unload text not fitting on the locomotive monitor
Better unloadable/non-unloadable audio. New BeepFastUp.wav, BeepFastDown.wav
Trains get the data on whether a wagon on the train is under an unloader, and active engines show that data on the monitor screen. Plus audio beeps. Protocol++.
Bring back the 15% wagon spawn bonus since I reverted my spawning fixes
Adjusted the world colliders on TrainWagonUnloadable because triggers hate GameObjects with multiple colliders on them (they get multiple entry and exit events for what looks to the TriggerBase like the same thing)
Fixed lined up flag setting
More unloading code changes. A better general setup
A more intelligent system for train wagon unloading. Have the resource area be a sub-entity, with a trigger that can specify the area that's considered range to be unloaded. Replaced TriggerNotify with a new TriggerNotifyEntity.
Merge Main -> Media Projects
Merge Main -> Media Projects
Fixed double hurtflash menu option
Networking some wagon unloader data. Make sure wagons are lined up correctly, not just in the trigger. New unloadable train car (with a placeholder model for now).
Basic setup. Train wagon unloader is an entity and detects which wagon is underneath it.
Instead of no blood splatters when the blood option is turned off, show white splatters
"Hurt Flash" setting in the game options now also enables/disables the camera punch effect when taking damage. Updated the option's tooltip to mention the view punch.
Temp train unloader early WIP
Merge Main -> Trainyard Update
EngineUI and underwater_lab_glass, committing the editor's changes
- Fixed locomotives destroying themselves when colliding with a static barrier
- Test map edits
Merge 🚆 -> Trainyard Update
Merge 🚆 -> Trainyard Update (spawn pop reverts)
Merge Main -> 🚆 (revert spawn change, etc)
Subtract numToFill change
Merge 🚆 -> Trainyard Update
Added trainyard temporarily to my test map
Merge Main -> Trainyard Update
Fixed missing sounds for smoke grenades and supply signals, borrowing the sounds from F1 grenades
Removed silence from the start of the combat knife deploy sound so that it doesn't sound like you're scraping it on your head
Fixed missing deploy sound for combat knife (missing animation event)
Moved the coupling FX from the gauges to the monitor
Placeholder dashboard coupling effect for locomotive
Removed the 15% bonus to wagon spawns as my new spawn fix fixes the root cause