userBill Bcancel
branchrust_reboot/main/Trainyard_updatecancel

297 Commits over 61 Days - 0.20cph!

1 Year Ago
Set up the updated ore hopper FX
1 Year Ago
Minor fix
1 Year Ago
Don't have rear headlights on when train is not moving (Petur request)
1 Year Ago
Raised front and rear collision triggers on the locomotive
1 Year Ago
Merge in the new coaling tower animation changes
1 Year Ago
Don't do clipping checks in locomotive cockpit
1 Year Ago
Only play train engine off sound if engine was on (or starting up)
1 Year Ago
Removed floating headlight mesh
1 Year Ago
Fixed the train engine sound sometimes staying on after the engine turns off
1 Year Ago
fixcars tier 1 now just empties wagons, instead of refilling them (Paddy feature request)
1 Year Ago
Reversed the direction that's considered a "forward" shunt at the coaling tower (Paddy request)
1 Year Ago
Combined locomotive LOD groups into one
1 Year Ago
Set up locomotive control lever and IK. By necessity, introduces some clipping on the player's leg for now
1 Year Ago
Merge Control Lever -> Trainyard Update
1 Year Ago
Fixed train shunting not using the 2D distance
1 Year Ago
Test map edit to support shunt testing
1 Year Ago
Locomotive/WorkCart fuel interaction improvements
1 Year Ago
Removed PrefabInformation script from the large wood box. Fixes the loot panel title being blank.
1 Year Ago
Gave Coaling Tower outputs titles: "Tank" and "Skip"
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
Use Time.time instead of Time.realTimeSinceStartup
1 Year Ago
Fixed wagons decaying very quickly if the server has been up for more than 30 minutes
1 Year Ago
Subtract 72864 - testing complete.
1 Year Ago
Removed unneeded scripts
1 Year Ago
Fixed LocomotiveExtraVisuals NRE
1 Year Ago
Different debugging to narrow the decay bug down
1 Year Ago
1 Year Ago
Subtract 72859 - testing complete
1 Year Ago
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
1 Year Ago
Minor edit to locomotive to see if the build server is confused re the visuals NRE
1 Year Ago
Fixed fuel storage prefab ID, manifest rebuild
1 Year Ago
Minor headlights setup edit
1 Year Ago
Set up the more advanced separate forward/backward headlights
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