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297 Commits over 61 Days - 0.20cph!

1 Year Ago
Update the hopper visuals when item amounts change (not just item count)
1 Year Ago
Force a network sync when output hopper content changes, so the client gets the visual update for the ore mesh (and its collider) right away
1 Year Ago
Fixed GetPercentFull() not handling fractions correctly (float cast)
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
Balanced the spawn population values for the new system
1 Year Ago
Missed one file
1 Year Ago
At dense spawn populations, engines could fill the sidings before wagons got a chance to spawn. Instead, I've combined all train cars into one population spawner and handled the wagons_per_engine convar via spawn weighting.
1 Year Ago
Increased the spawn ratio of the unloadable wagons to the other wagon types, and increased wagons per engine from 2 to 3
1 Year Ago
Added unloadable wagons to the spawn population list
1 Year Ago
Improved a bunch of things with unloading ore
1 Year Ago
Show a different interaction if there's a wagon lined up, but it's empty
1 Year Ago
Codegen for menus
1 Year Ago
Allow unloading if the output bin is not empty, but don't allow if it's totally full
1 Year Ago
Correctly show the ore level on initial load
1 Year Ago
Fixed some menu interactions with the tower components. Use generic_resizable loot panels. Increased slots to 12.
1 Year Ago
Adjusted vacuum start delay per discussion with Alex
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
Code gen for new interaction item
1 Year Ago
Fixed wagon unloading ending early
1 Year Ago
Monument Island now collates train tracks (if there are any)
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
Compile fix
1 Year Ago
All train engines now have horns (LMB)
1 Year Ago
Don't allow emptying wagon loot if the output bin isn't empty. Some more refactoring.
1 Year Ago
Moved the wagon ore loot data into a singleton scriptableobject, and reorganised everything around it. Now the coaling tower and the wagons, and server and client, can share information on the current loot situation with just an integer index and a float for percentage. The output hopper now sets its material correctly to match the current ore type.
1 Year Ago
Check the true max loot amount of the wagon's ore type when unloading into the hopper, and make that the hopper's 100% full look
1 Year Ago
Fixed trains not being able to pass the road crossings at Trainyard. Trainyard S2P. Track spline data regen.
1 Year Ago
Ore hoper fill animation working. Needs some cleanup
1 Year Ago
WIP ore hopper visuals
1 Year Ago
Fixed the stutter at the start of the ore emptying process
1 Year Ago
Added a start delay for removing ore, allowing the vacuum to lower first
1 Year Ago
Vacuum animation
1 Year Ago
Button animations, sync some more flag data
1 Year Ago
Coaling tower button setup
1 Year Ago
A basic editor window to "drive" objects around in the editor scene view
1 Year Ago
Coaling Tower script rename
1 Year Ago
Merge Main -> Trainyard Update
1 Year Ago
RefreshSignalLights on load only on client side
1 Year Ago
VehicleLight now supports multiple renderers, with potentially a different material index each. Set it up with the locomotive to set lights on the lower LODs. Updated all existing uses of VehicleLight. Some additional file cleanup.
1 Year Ago
Locomotive lights turn on/off
1 Year Ago
Renaming
1 Year Ago
Signal light changes
1 Year Ago
Fixed unloading point. Signals lights are now functional.
1 Year Ago
Started to integrate the unloading system with the real coaling tower
1 Year Ago
Fixed ContainerMaxStackSize being client-side only.
1 Year Ago
Removed missing prefab from bush_dead
1 Year Ago
Removed three missing prefabs from the Trainyard "coaling tower" (they all seem to be integrated into the main model now).
1 Year Ago
Wagons animate ore scale instead of y position
1 Year Ago
Merge again
1 Year Ago
Merge Main -> Trainyard Update