branchrust_reboot/main/Trainyard_updatecancel
297 Commits over 61 Days - 0.20cph!
Set up the updated ore hopper FX
Don't have rear headlights on when train is not moving (Petur request)
Raised front and rear collision triggers on the locomotive
Merge in the new coaling tower animation changes
Don't do clipping checks in locomotive cockpit
Only play train engine off sound if engine was on (or starting up)
Removed floating headlight mesh
Fixed the train engine sound sometimes staying on after the engine turns off
fixcars tier 1 now just empties wagons, instead of refilling them (Paddy feature request)
Reversed the direction that's considered a "forward" shunt at the coaling tower (Paddy request)
Combined locomotive LOD groups into one
Set up locomotive control lever and IK. By necessity, introduces some clipping on the player's leg for now
Merge Control Lever -> Trainyard Update
Fixed train shunting not using the 2D distance
Test map edit to support shunt testing
Locomotive/WorkCart fuel interaction improvements
Removed PrefabInformation script from the large wood box. Fixes the loot panel title being blank.
Gave Coaling Tower outputs titles: "Tank" and "Skip"
Merge Main -> Trainyard Update
Use Time.time instead of Time.realTimeSinceStartup
Fixed wagons decaying very quickly if the server has been up for more than 30 minutes
Subtract
72864 - testing complete.
Fixed LocomotiveExtraVisuals NRE
Different debugging to narrow the decay bug down
Subtract
72859 - testing complete
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
Minor edit to locomotive to see if the build server is confused re the visuals NRE
Fixed fuel storage prefab ID, manifest rebuild
Minor headlights setup edit
Set up the more advanced separate forward/backward headlights
Semi-fixed the locomotive headlight spotlight behaviour
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
Added a note to the comment re not using ClientInit() for the particle setup.
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.
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
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
Removed engine front left/front right ladder objects
Fixed locomotive engine smoke not playing
Merge Main -> Trainyard Update
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.
Fixed the unloading indicator on train engine monitors not showing if the index was zero
Always animate the locomotive fans. All the exceptions (spectate, debugcam, demo etc) were getting more complex than just always animating
Fixed wrong pressure gauge readings when locomotive is off
Fixed locomotive fans and gauges not animating in demos
Reference the crates on the loot wagon via EntityRef
Drop loot from loot wagon unloadable crates if the wagon is destroyed, but only if the gravel has already been removed