branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
Reference the crates on the loot wagon via EntityRef
Drop loot from loot wagon unloadable crates if the wagon is destroyed, but only if the gravel has already been removed
Fixed loot wagon crate visibility bug
Cease unloading if the fuse is removed during the unloading process
Don't light the interior coaling tower lights if it's not powered (fuse)
Set up the same ParticleSystemContainer + PlayOnShow + Stop on init system for the unloadable train wagon FX an coaling tower FX. Fixes LODs not playing nicely with play/stop.
Fixed locomotive engine FX not behaving well with LOD
Merge from prefab_optimisations/trainyard_merge
Null check around fxEngineOn
Disabled Play On Show on the locomotive exhaust as well
Disabled Play On Show on the FX
Set colour tints on the coaling tower FX
Hooked up coaling tower FX
Tint the wagon unloading FX dust differently based on the ore type
Trigger the wagon unload FX when unloading
Fixed locomotive small lights starting in on state with the locomotive off (prevLightVisualsOnState bug)
Show locomotive engine FX only when the engine is running
- Subtracted
72739 (rotation only, keep darkness)
- Added variation between each fan's speed in LocomotiveExtraVisuals
Coal tower emptying tweak for new tinting purposes
Trainyard Coaling_tower puzzle door now correctly resets
Setup playersBlockReset, playerDetectionRadius and reset time
Trainyard S2P
Locomotive roof fans rotate and have darkness behind them
Fixed prefabs of the marketplace
Application of FX/Lighting to the locomotive (slight logic bugs atm)
Merge from prefab_optimisations
Merge Main -> Trainyard Update
Merge CoalingTowerIO => Trainyard Update. Protocol++
Made changes on the marketpalce terminal
Reverted all weather profiles to how they were on main
Reverted all postprocess profiles to how they were on main
Reverted sunlight intensity back to 8
Updated textures of the marketplace's tarpaulin
Forgotten prefab (player_preview)
Fixed RustCamera NRE in edit mode
Fixed player preview not setting global_SkyReflection (breaks certain shaders under certain conditions)
Fixed lighting not updating completly when changing reflection.quality convar
Tweaks to reflection quality 0 and 1 in order to better match the brightness of reflection quality 2 and 3
Improved the "friction" help for lining up wagons to unload.Now variable based on train velocity and distance to the perfect spot
Increased transition speed on Environment Collection to fix issues where some areas (like underground tunnels) were not darkening fast enough
Coaling tower emptying FX prefab & related files
Tweaked ambient multiplier for the BuildingVeryDark environment type. Should no longer be pitch black
Reverted eye-adaptation and autoexposure because it was causing too many visual issues
Tweaked post-process profiles to be closer to original values but kept ACES for now. Will revert to neutral depending on feedback
Lowered sunlight intensity to 12, which is 50% stronger than original
Wagon unloading fx & train prefab iteration
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15
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30
Converting AnimalFur shader to Core (fixes it not being affected by new cubemap ambient light)
Updated sphere tank LOD textures to better match new materials
Fixed new ambient light missing from viewmodels under certain conditions