branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
Tweaked some LOD distances and LOD materials in harbors to make transitions less jarring
Pushed some sphere tank LOD distances further to reduce pop-in
Added a spec map for the sphere_exterior_LOD material
Fixed locomotive triggerparent not extending far enough to jump between engines
Do the same fix for CardGameController
Fixed the coaling tower vacuum stealing a little ore if the output was not entirely full, but was near full, and additional ore was extracted from a wagon
Avoid NRE in a very specific case where the train car is decoupled while another is lined up to unload
Extended the locomotive coupling points a little further out from the main model
Do not allow dropping content into items that are inside locked containers (e.g. adding water to a water jug inside a locked container).
Fixed NRE in StopSounds if wagon was destroyed while unloading
Update the loot crates when the loot wagon is unloaded, to not say the bit about taking it to trainyard
Don't show Open interaction from the wagons anymore once they're empty
Changed some locomotive and workcart cabin lights to be based off whether the engine is on, instead of the headlights state
Hooked locomotive cabin lights up to headlights as well
Enabled GPU instancing on light mats, set up locomotive instrument panel emissive to turn on/off with headlights
Unloadable start/end sounds
Fuel wagon hatch sounds
Fixed NRE on OrePalneRenderers
Set up the updated ore hopper FX
Powerplant / refined environment volumes
Added some support lights and wires to harbors
Airfield / replaced heaters with ones that have heat sources
Added ladders inside the ore train wagon to prevent players from getting trapped inside
adjusted floating geometry to prevent flickering
added workcart chair into locomotive cabin so player can be seated
updated locomotive prefab
Fixed remaining edge cases of left / right confusion at rail intersection points
Don't have rear headlights on when train is not moving (Petur request)
Raised front and rear collision triggers on the locomotive
Merge in the new coaling tower animation changes
Don't do clipping checks in locomotive cockpit
Only play train engine off sound if engine was on (or starting up)
Removed floating headlight mesh
Fixed the train engine sound sometimes staying on after the engine turns off
Workcart mount/dismount sounds added to locomotive driver
fixcars tier 1 now just empties wagons, instead of refilling them (Paddy feature request)
Reversed the direction that's considered a "forward" shunt at the coaling tower (Paddy request)
Combined locomotive LOD groups into one
Set up locomotive control lever and IK. By necessity, introduces some clipping on the player's leg for now
Merge Control Lever -> Trainyard Update
Fixed train shunting not using the 2D distance
fixing a bug with coaling tower LOD3.. coming from an other prefab
S2P trainyard
Launchsite / added more light switches to different floors in the rocket factory building
Reduced light_fixtures_EM_Cold emissive because it was causing extreme bloom in the rocket factory building
Updated prefab of the marketplace
Added more light switches to harbors
Fixed vertex painting values for the marketplace
Coaling tower FX fix for the top part of the chute
Increased distance between rail sidings slightly to prevent locomotive crash issues in corners
Fixed edge case of left / right confusion at intersection point of trainyard connection rail with main rail
Added rust with vertex painting to the marketplace
Added portacabin prefabs used in the powerplant