1,538 Commits over 1,674 Days - 0.04cph!
GameUI prefab. No changes, but my earlier change to GameTip formatting has made the GameUI prefab want to adjust slightly
Separated Main and End colliders on the non-unloadable wagons. Fixes the coaling tower not detecting them correctly due to TriggerBase not handling multiple colliders on one object.
Fixed TrainTrackSpline SetAll not copying the hierarchy value
Fixed the crash on train track collation when a three-way track split was generated. Still need to get it handling track selection correctly.
Added some small puffs of dust to the unloading tower pipes while unloading is happening, different for ore vs. fuel. Hopefully helps to show players where their stuff is heading.
Improved solution for TrainCarFuelHatches animation. No longer using Update
Adjusted the margins on GameTips/Toasts
Switch coaling tower info toasts to theme 0, which shows for less time
Better shunting errors for the client if the shunt ends due to train throttle or train destroyed
Added coaling_tower prefab to Craggy (Alistair request)
Most probable NRE fix for CoalingTower OnFlagsChanged
Merging in the new locomotive driver position
Fixed trackSpeed not being explicity set to zero when a train sleeps. Fixes a rare edge case with wagon shunting.
Subtract changesets that changed how the TrainCarFuelHatches worked. I have a plan to fix this is a better way.
Allow the TrainCarFuelHatches animation to finish smoothly instead of abruptly if the client tick stops
Fixed locomotive monitor display no longer being visible (mesh changes)
Added missing molotov cocktail hold type meta file
TrainCarFuelHatches now uses the train client tick instead of Update()
Fixed server compile error in EnvironmentVolumePropertiesCollection, introduced in 73,199
Merge Trainyard Update -> Main
Additional coaling tower error sound if the unloading finishes early (output hopper gets full etc)
Merge Trainyard Update -> Main
Simplified the locomotive headlights. Both sets of headlights now controlled just with the flashlight button, ignoring forward/back movement. Red and green movement lights still work as before.
Saved MonumentIsland with no default monument assigned, since having one assigned makes inspecting World Setup very slow
Merge Trainyard Update -> Main
Adjusted coaling tower vacuum LOD distance to match the main tower (so it doesn't disappear early)
Fixed coaling tower vacuum animation playing when the vacuum first comes into view
Slow down shunting a bit faster, don't make them wait
Fixed some problems with ladder volumes (ore and fuel wagons)
Worked out a simple way to have the wagons slow smoothly at the end of shunting, instead of an abrupt stop
Updated the Visual Studio Editor package from 2.0.11 to 2.0.14 (won't affect Rust itself)
Fixed RustText showing "SendMessage cannot be called" warnings after every compile
Added options for modular car prefabs to spawn repaired, with parts and fuel. Set all Paddy's cars to start with fuel + T3 parts.
Cherry picking 71982+71989+72002. Fixes for the vehicle full flag.
Added support for the Error Text special case to the hudcomponent convar
Give Prefabs.cs its missing Meta file
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Fixed double hurtflash menu option
"Hurt Flash" setting in the game options now also enables/disables the camera punch effect when taking damage. Updated the option's tooltip to mention the view punch.
EngineUI and underwater_lab_glass, committing the editor's changes
Subtract numToFill change
Fixed missing sounds for smoke grenades and supply signals, borrowing the sounds from F1 grenades
Removed silence from the start of the combat knife deploy sound so that it doesn't sound like you're scraping it on your head
Fixed missing deploy sound for combat knife (missing animation event)
If an attempted spawn by the spawn handler fails (e.g. due to something being in the way), don't count that as a filled spawn - let it try again unless numToTry is exhausted as well
If destroying a train car during spawn, wait one frame. Prevents NRE when the spawn also involves a network group switch.