branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
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
Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)
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Test map edit to support shunt testing
Locomotive/WorkCart fuel interaction improvements
Removed PrefabInformation script from the large wood box. Fixes the loot panel title being blank.
Gave Coaling Tower outputs titles: "Tank" and "Skip"
Merge Main -> Trainyard Update
Fixed a bug in the collider or the coaling tower collector
Moved drop zone due to chance of blocking train line
Trainyard spawn priority is now high
S2P Trainyard
sav++
network++
Use Time.time instead of Time.realTimeSinceStartup
Fixed wagons decaying very quickly if the server has been up for more than 30 minutes
Subtract
72864 - testing complete.
Fixed LocomotiveExtraVisuals NRE
Different debugging to narrow the decay bug down
Subtract
72859 - testing complete
Added some temporary debugging. Try to catch whatever is causing the wagon destruction bug
Minor edit to locomotive to see if the build server is confused re the visuals NRE
Fixed fuel storage prefab ID, manifest rebuild
Fixed stray barrel spawnpoints in Trainyard
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
fixed missing material reference on coaling tower LOD3 prefab
Harbors exterior lighting pass
Added light switches to control the lights
Minor headlights setup edit
Set up the more advanced separate forward/backward headlights
Semi-fixed the locomotive headlight spotlight behaviour
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
Removed some old trail connection points from trainyard that no longer make any sense
Added a note to the comment re not using ClientInit() for the particle setup.
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.
Changed interaction sounds for wagon storage + crates and coaling tower storage.
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
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
Removed engine front left/front right ladder objects
Fixed locomotive engine smoke not playing
Merge Main -> Trainyard Update
Powerplant lighting and light switches
Tweaked a few materials
Scene2prefab
New lightgroup for the 'stopped' state.
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
Locomotive instrument panel does a little lightshow when you couple with a new wagon.
Also small texture tweaks to facilitate it.
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.
Fixed the unloading indicator on train engine monitors not showing if the index was zero
Always animate the locomotive fans. All the exceptions (spectate, debugcam, demo etc) were getting more complex than just always animating
Fixed wrong pressure gauge readings when locomotive is off
Fixed locomotive fans and gauges not animating in demos