branchrust_reboot/main/Trainyard_updatecancel
297 Commits over 61 Days - 0.20cph!
Turned vertex compression back on
Turned vertex compression off
Merge Main -> Trainyard Update
Merge Main -> Trainyard Update for the compile fix
Merge Main -> Trainyard Update
Removed locomotive rear headlights, re-enabled the small white rear lights when travelling in reverse (with no spotlight).
Added missing meta files for molotov materials
Added colliders made of primitives for the locomotive console and chair, and made them interactable to let the player mount
Re-adding the locomotive headlights change from
73144
Merge Main -> Trainyard Update. Kept destination changes for locomotive.entity - will re-do the small change from Main.
Allow developers to set particle quality above 100. Allows for longer culling distances.
Added a basic alarm noise if a shunt is cut short for any reason (collisions etc)
Merge Main -> Trainyard Update (brings molotov back)
Fixed wagons (most noticeable on the fuel wagon) not lining up perfectly when being shunted at trainyard. Now using a true world-space distance instead of spline-space distance, which was slightly different.
Merge Main -> Trainyard Update
Improved the error when SpawnPopulation finds something missing. Catch NREs
Merge Main -> Trainyard Update
Added some toasts that show and explain the issue if a player tries an action at the coaling tower, but it fails
Fixed instantMove causing rotation issues in some situations
Fixed too-small entity bounds on the locomotive
Fixed newly spawned trains checking SpaceIsClear at their spawned position, rather than the position that they snap to on the tracks. Prevents stacking trains in one spot, which became possible with the newly extended maximum spawn distance
Line endings (formatting only)
Made trains less fiddly to spawn on tracks. Look 15m out instead of 5m
Fix hopper ore animating and changing material when emptying fuel (regression)
Adjusted locomotive driver eye pos to better match the new sitting position
Merge Main -> Trainyard Update
Note: This merge had an evil twin conflict on the coaling_tower_fuel_tank folder, caused by 72,896. There was nothing in the folder on Main except for some subfolders, so I've used the version from this branch.
Fixed "Unloading while shunting a workcart under it, breaks the vacuum/unloading"
Set up locomotive driver in new seating position
Fixed locomotive not saving
Once the wagon is empty, it's useless, so destroy it after it's emptied completely, but with a few minutes of corpseSeconds time, so it's really more like the decay speeds up a lot. Allow fixcars to bring them back to life.
Fixed trains being mountable when not on the platform (due to platform trigger removed on client - TriggerParent has an IServerComponent tag
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