branchrust_reboot/main/Trainyard_updatecancel

606 Commits over 92 Days - 0.27cph!

3 Years Ago
Tweaked trainyard puzzle building material and made it dirtier Tweaked plaster_a texture and removed some tiling details Added an inverted version of concrete_f_mask_single texture
3 Years Ago
Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
3 Years Ago
Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)
3 Years Ago
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3 Years Ago
Test map edit to support shunt testing
3 Years Ago
Locomotive/WorkCart fuel interaction improvements
3 Years Ago
Removed PrefabInformation script from the large wood box. Fixes the loot panel title being blank.
3 Years Ago
Gave Coaling Tower outputs titles: "Tank" and "Skip"
3 Years Ago
Merge Main -> Trainyard Update
3 Years Ago
Fixed a bug in the collider or the coaling tower collector
3 Years Ago
Moved drop zone due to chance of blocking train line Trainyard spawn priority is now high S2P Trainyard sav++ network++
3 Years Ago
Use Time.time instead of Time.realTimeSinceStartup
3 Years Ago
Fixed wagons decaying very quickly if the server has been up for more than 30 minutes
3 Years Ago
Subtract 72864 - testing complete.
3 Years Ago
Removed unneeded scripts
3 Years Ago
Fixed LocomotiveExtraVisuals NRE
3 Years Ago
Different debugging to narrow the decay bug down
3 Years Ago
3 Years Ago
Subtract 72859 - testing complete
3 Years Ago
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
3 Years Ago
Minor edit to locomotive to see if the build server is confused re the visuals NRE
3 Years Ago
Fixed fuel storage prefab ID, manifest rebuild
3 Years Ago
Fixed stray barrel spawnpoints in Trainyard
3 Years Ago
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
3 Years Ago
fixed missing material reference on coaling tower LOD3 prefab
3 Years Ago
Harbors exterior lighting pass Added light switches to control the lights
3 Years Ago
Minor headlights setup edit
3 Years Ago
Set up the more advanced separate forward/backward headlights
3 Years Ago
Semi-fixed the locomotive headlight spotlight behaviour
3 Years Ago
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
3 Years Ago
Removed some old trail connection points from trainyard that no longer make any sense
3 Years Ago
Added a note to the comment re not using ClientInit() for the particle setup.
3 Years Ago
I have attained the truly correct way to handle particle systems and implemented it here. Here is a handy guide to the following difficult situation, which I've also pasted into a new block comment in ParticleSystemContainer: - You have a Particle System that you want to be on sometimes, and off at other times. e.g. Smoke from an engine that emits while the engine is running. - You want the Particle System to be culled (ParticleSystemCull) or LOD'd (ParticleSystemLOD) at a certain distance. Here is the setup you need: - Use a ParticleSystemContainer and control your particle systems from there, not directly. - Set your ParticleSystemCull/ParticleSystemLOD scripts to Play On Show TRUE. - In your parent entity, immediately call Stop() or Play() on the ParticleSystemContainer in ClientOnEnable(), as desired for the particle's current state. This gets everything into the right initial state. From there, things should work correctly.
3 Years Ago
Fixed client compile
3 Years Ago
Changed interaction sounds for wagon storage + crates and coaling tower storage.
3 Years Ago
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
3 Years Ago
New particle FX now behave correctly. - Added stopOnEnable option to ParticleSystemContainer and set it to true on all the new FX - Re-enabled all the ParticleSystemCull/ParticleSystemLOD scripts - Removed my additional Stop() commands in init
3 Years Ago
Coaling tower sounds
3 Years Ago
Removed engine front left/front right ladder objects
3 Years Ago
Fixed locomotive engine smoke not playing
3 Years Ago
Merge Main -> Trainyard Update
3 Years Ago
Powerplant lighting and light switches Tweaked a few materials Scene2prefab
3 Years Ago
New lightgroup for the 'stopped' state.
3 Years Ago
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
3 Years Ago
Locomotive instrument panel does a little lightshow when you couple with a new wagon. Also small texture tweaks to facilitate it.
3 Years Ago
Disabled all particle system LOD scripts on the new FX for now. Need to work out a way to make this play nicely with Play/Stop before we re-enable them.
3 Years Ago
Fixed the unloading indicator on train engine monitors not showing if the index was zero
3 Years Ago
Always animate the locomotive fans. All the exceptions (spectate, debugcam, demo etc) were getting more complex than just always animating
3 Years Ago
Fixed wrong pressure gauge readings when locomotive is off
3 Years Ago
Fixed locomotive fans and gauges not animating in demos