branchrust_reboot/main/Trainyard_updatecancel
297 Commits over 61 Days - 0.20cph!
- Trains now support shunting forward and back one wagon at the coaling tower controls. Still some work to do on it.
- Added button press/release/failure sounds.
Possible fix for f96afe8f192318743adbf8e0d929e925 (WagonC) GUID error
ConsoleSystem camphysicalfocallength default fix
Disable the shunt buttons and show a different interaction UI if the train is moving (only allow shunting when the train is not moving).
Consolidated locomotive light LODs into the main LODGroup
Set up the Locomotive lights to match Petur's spec:
- Main white headlights (controlled with the headlight key)
- Small white lights on the side of the train that's heading towards you
- Small red lights on the side of the train that's heading away
- Small green lights if the train is stationary
GameUI/MenuUI changes that Unity wants to do
Adjusted vacuum height on the loot wagon
Fixed vacuum disappearing while animating by enabling "Update when offscreen"
Train unloading vacuum now stretches to different depths depending on the wagon type
Unloadable wagon bits and pieces
Added a note to TriggerBase that it doesn't correctly handle GameObjects with multiple colliders (looked into fixing it properly but it wouldn't be simple)
Fixed fuel tank collider detection issue. Our triggers get confused by multiple colliders on multiple gameobjects.
Updated locomotive monitor to the new screen size and aspect ratio. Removed widescreen support from the train monitor code.
Trainyard S2P. Properly fixes the error on server load in GetPercentFull.
Full manifest rebuild, committing all changes apart from generated materials to clean up all the mess. Should hopefully fix Aux2 builds as well.
Modified the GetPercentFull fix from 72,345
Merge Main - Trainyard Update
Fixed locomotive light material errors after the model update
Fixed fuel wagon gibs. Manifest update.
Finished setup - fuel wagon now fully functional. Output goes into the red tank.
Some variation in the hatch anim
Hatch animation is bouncy instead of linear. Refactoring.
Basic automatic hatch animation for the fuel wagon
Unloadable fuel wagon WIP. New prefab, script, updated colliders.
Merge Main -> Trainyard Update
Manifest build for wagon changes
Set up the updated loot wagon, removed my temporary content
Set loot wagon loot to use the train wagon info message as their title. Wagon crates DoPrepare + manifest.
Fixed genericsmall loot panel not looking at the requested loot title. Got missed as it's not in the loot panels scene
Lock the loot wagon loot until the ore is removed
Don't show open interaction for the loot wagon
Destroy the ore when removing it from loot wagons, instead of sending it to the output
Loot wagon WIP, fills and unloads.
Loot wagon WIP. Made a placeholder dirt pile.
Fixed satchel charges sticking to the storage unloading area
Catch a couple of NREs that would come up in RustText and fonts when building manifest
- Loot wagon WIP.
- New loot crate prefabs for the loot wagon.
Wagon ore amount is now variable, not always full. Fixed 'fixcars' not always filling wagons correctly.
Replaced the tower wheels with non-interactive ones
The Generic and Generic_Resizable loot panels now automatically resize to support title text that goes beyond one line
Added UI info for the unloadable wagons
Merge Main -> Trainyard Update
S2P trainyard, fixes output hopper interaction working only on my test map
Fixcars refills ore wagons
Improved animation system for the output hopper