branchrust_reboot/main/Trainyard_updatecancel
297 Commits over 61 Days - 0.20cph!
Fixed loot wagon crate visibility bug
Cease unloading if the fuse is removed during the unloading process
Don't light the interior coaling tower lights if it's not powered (fuse)
Set up the same ParticleSystemContainer + PlayOnShow + Stop on init system for the unloadable train wagon FX an coaling tower FX. Fixes LODs not playing nicely with play/stop.
Fixed locomotive engine FX not behaving well with LOD
Null check around fxEngineOn
Disabled Play On Show on the locomotive exhaust as well
Disabled Play On Show on the FX
Set colour tints on the coaling tower FX
Hooked up coaling tower FX
Tint the wagon unloading FX dust differently based on the ore type
Trigger the wagon unload FX when unloading
Fixed locomotive small lights starting in on state with the locomotive off (prevLightVisualsOnState bug)
Show locomotive engine FX only when the engine is running
- Subtracted
72739 (rotation only, keep darkness)
- Added variation between each fan's speed in LocomotiveExtraVisuals
Merge Main -> Trainyard Update
Merge CoalingTowerIO => Trainyard Update. Protocol++
Improved the "friction" help for lining up wagons to unload.Now variable based on train velocity and distance to the perfect spot
Rather than snap the fuel wagon etc into place, I've decided to sort of increase "friction" when it's lined up correctly, so that the train wants to slow down. Let's see how this goes. First basic version here.
Fixed coaling tower active train car not clearing correctly on the client
Adjusted the coaling tower unloading point to line up the fuel wagon perfectly
Increased NetworkPositionTick's ticksSinceStopped from three to six. Fixes train wagons still sometimes getting confused about interpolation when coming to a sudden stop after coaling tower shunting
Merge Main -> Trainyard Update
Updated save/load handling for coaling tower. Don't load in an active wagon - let it be re-detected by the trigger if there is one after loading. Clear all flags as well.
More collision damage tuning
Fixed locomotives just annihilating wagons even at reasonably moderate collision speeds
Fixed errors from RefreshMovementLightVisuals with WorkCarts
Instead of using the ItemDefinition from the unloadable wagon loot list directly, use its itemID to get the item from the ItemManager. Fixes NRE on itemMods when creating the item, which was caused by the fact that the version of the ItemDefinition directly from the list was never initialized. Curiously, it was initialised in the editor, so this bug only showed up in builds.
Enabled read/write on all coaling tower colliders
Narrowed the coaling tower's unloading bounds
Fuel wagon is now a lot more picky about where it's lined up to unload (has to be over one of the tanks). To facilitate lining up, the fuel wagons will soon have an automatic snap to position
Moved CurThrottleSetting back to TrainEngine
Prematurely end shunting if a player in any connected train engine applies throttle
End shunting properly if the makeup of the completetrain changes (e.g. the end carriage couples with another one during a shunt) + other fixes
New shunting system, should be more reliable
Rebuild manifest again to fix Aux2 challenge [impossible]
Fixed loot index not being set when loading unloadable wagons from save
Different Aux2 testing content
Fixed NRE when loading coupled trains from a save if the train was destroyed immediately during load
Added some temporary logging to troubleshoot the NRE that only occurs on Aux2
An insignificant edit to TrainWagonC. Trying to wake the build server up to the latest changes
End shunting prematurely if a collision happens
Show one signal light if there's a train car but it's not an unloadable one
- Coaling tower now detects train cars that aren't unloadable, and allows shunting them too.
- Simplified the amount of possible interaction states in the coaling tower UI.
Merge Main -> Trainyard Update
Marketplace tarpaulin meta file fix