13,122 Commits over 2,800 Days - 0.20cph!
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()
Merge Main -> Trainyard Update for the compile fix
Fixed server compile error in EnvironmentVolumePropertiesCollection, introduced in 73,199
Merge Trainyard Update -> Main
Merge Main -> Trainyard Update
Tweaked LOD transition levels again
Added locomotive posters to LOD1 so they stay visible until LOD2
Adjusted locomotive LOD change levels. We can let it change a bit earlier
New locomotive dressing:
- Removed remaining RendererBatch script
- Removed all colliders
- Added a convex mesh collider for the box pile to the DetailedColliders
- Removed all LOD scripts and integrated them into the main LODGroup for the locomotive
Removed locomotive rear headlights, re-enabled the small white rear lights when travelling in reverse (with no spotlight).
Added missing meta files for molotov materials
Added colliders made of primitives for the locomotive console and chair, and made them interactable to let the player mount
Re-adding the locomotive headlights change from
73144
Merge Main -> Trainyard Update. Kept destination changes for locomotive.entity - will re-do the small change from 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
Allow developers to set particle quality above 100. Allows for longer culling distances.
Added a basic alarm noise if a shunt is cut short for any reason (collisions etc)
Merge Trainyard Update -> Main
Merge Main -> Trainyard Update (brings molotov back)
Fixed wagons (most noticeable on the fuel wagon) not lining up perfectly when being shunted at trainyard. Now using a true world-space distance instead of spline-space distance, which was slightly different.
Merge Main -> Trainyard Update
Fixed compile error in FlameExplosive.cs (build only, was OK in editor)
Improved the error when SpawnPopulation finds something missing. Catch NREs
Merge Main -> Trainyard Update
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
Added some toasts that show and explain the issue if a player tries an action at the coaling tower, but it fails
Fixed instantMove causing rotation issues in some situations
Fixed too-small entity bounds on the locomotive
Fixed newly spawned trains checking SpaceIsClear at their spawned position, rather than the position that they snap to on the tracks. Prevents stacking trains in one spot, which became possible with the newly extended maximum spawn distance
Line endings (formatting only)
Made trains less fiddly to spawn on tracks. Look 15m out instead of 5m
Fix hopper ore animating and changing material when emptying fuel (regression)
Adjusted locomotive driver eye pos to better match the new sitting position