branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
Fixed LODs of the marketplace terminal
Turned vertex compression back on
Turned vertex compression off
Merge Main -> Trainyard Update
Merge Main -> Trainyard Update for the compile fix
Merge Main -> Trainyard Update
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
Replaced "World Reflections" setting with two toggles in the experimental graphics settings: "Advanced Interior Lighting" and "Advanced Forest Lighting" which represent reflection quality 3 and 4
If both experimental options are disabled, the equivalent of reflection quality 2 is used (cubemap ambient light only considers the terrain and monument buildings)
Removed reflection quality 0 since ReflectionProbeEx is broken for some people (leading to completely black reflection probe)
Fixed additional edge cases of left / right confusion at rail intersections
Updated locomotive FXs/lights for the mesh rework.
Cabin Control Revision
-Raised the height of the control panel + lever
-reduced the height of driver chair
-updated prefab
LOD2 rework for exterior
LOD rework for cabin
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.
Altered Locomotive design
Cabin Door now always open, and now has a rear access directly opposite front entrance improving flow of traversal
Altered the Collision Mesh to now accommodate the above changes
Re-uv'd UV2 & rebaked AO for UV2 of both the exterior and interior, and adjusted vertex painting. I'll need to change all of this for the lower lods too.
Adjusted all the materials for the above changes.
updated prefab
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 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
Improved the error when SpawnPopulation finds something missing. Catch NREs
Added world reflection quality 4
Merge Main -> Trainyard Update
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
Merge Main -> Trainyard Update
Note: This merge had an evil twin conflict on the coaling_tower_fuel_tank folder, caused by 72,896. There was nothing in the folder on Main except for some subfolders, so I've used the version from this branch.
Fixed "Unloading while shunting a workcart under it, breaks the vacuum/unloading"
Set up locomotive driver in new seating position
Fixed locomotive not saving
Once the wagon is empty, it's useless, so destroy it after it's emptied completely, but with a few minutes of corpseSeconds time, so it's really more like the decay speeds up a lot. Allow fixcars to bring them back to life.
Fixed trains being mountable when not on the platform (due to platform trigger removed on client - TriggerParent has an IServerComponent tag
Replaced another heater in airfield with a proper variant
Fixed shadow issues in the airfield office building