13,158 Commits over 2,830 Days - 0.19cph!
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
Update the hopper visuals when item amounts change (not just item count)
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
Fixed GetPercentFull() not handling fractions correctly (float cast)
Merge Main -> Trainyard Update
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
Balanced the spawn population values for the new system
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.
Increased the spawn ratio of the unloadable wagons to the other wagon types, and increased wagons per engine from 2 to 3
Added unloadable wagons to the spawn population list
Improved a bunch of things with unloading ore
Show a different interaction if there's a wagon lined up, but it's empty
Allow unloading if the output bin is not empty, but don't allow if it's totally full
Correctly show the ore level on initial load
Fixed some menu interactions with the tower components. Use generic_resizable loot panels. Increased slots to 12.
Adjusted vacuum start delay per discussion with Alex
Merge Main -> Trainyard Update
Added options for modular car prefabs to spawn repaired, with parts and fuel. Set all Paddy's cars to start with fuel + T3 parts.
Code gen for new interaction item
Fixed wagon unloading ending early
Monument Island now collates train tracks (if there are any)
Cherry picking 71982+71989+72002. Fixes for the vehicle full flag.
Merge Main -> Trainyard Update