branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
Moved rocket factory building light switches further away from the door to prevent confusion
Rather than snap the fuel wagon etc into place, I've decided to sort of increase "friction" when it's lined up correctly, so that the train wants to slow down. Let's see how this goes. First basic version here.
Fixed coaling tower active train car not clearing correctly on the client
Adjusted the coaling tower unloading point to line up the fuel wagon perfectly
Increased NetworkPositionTick's ticksSinceStopped from three to six. Fixes train wagons still sometimes getting confused about interpolation when coming to a sudden stop after coaling tower shunting
Added LODs to the marketplace terminal and updated the prefabs
Merged rocket factory building door into the main exterior mesh / this was done to fix an issue where the door would disappear behind the player causing a light leak in the cubemap and brightening up the scene in a weird way
Updated LOD texture on the rocket factory building
Scene2prefab
Deleted overlapping light in trainyard
Fixed foliage billboards not receiving new ambient light on procedural maps
Tweaked trainyard environment volumes
Added environment volume to the coaling tower
Gas station cave will now use buildingdark instead of buildingverydark environment volume
Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
Instead of pausing reflection blending completely when standing still, just slow it down a lot to ensure things still update as the sun moves
Merge Main -> Trainyard Update
Updated save/load handling for coaling tower. Don't load in an active wagon - let it be re-detected by the trigger if there is one after loading. Clear all flags as well.
More collision damage tuning
Fixed locomotives just annihilating wagons even at reasonably moderate collision speeds
Fixed errors from RefreshMovementLightVisuals with WorkCarts
Instead of using the ItemDefinition from the unloadable wagon loot list directly, use its itemID to get the item from the ItemManager. Fixes NRE on itemMods when creating the item, which was caused by the fact that the version of the ItemDefinition directly from the list was never initialized. Curiously, it was initialised in the editor, so this bug only showed up in builds.
Enabled read/write on all coaling tower colliders
Tweaked ice lake materials to stop them from becoming too bright
Restored bloom threshold to its original value to help with snow becoming too bright
Slightly lowered sunlight intensity
Slightly darkened snow splat
Added light switches to the trainyard
Scene2prefab
Updated trainyard lights
Removed some old overlapping lights
Scene2prefab
Trainyard lighting / increased view distance on exterior lights to prevent them from fading out too quickly
Narrowed the coaling tower's unloading bounds
Fuel wagon is now a lot more picky about where it's lined up to unload (has to be over one of the tanks). To facilitate lining up, the fuel wagons will soon have an automatic snap to position
Moved CurThrottleSetting back to TrainEngine
Prematurely end shunting if a player in any connected train engine applies throttle
End shunting properly if the makeup of the completetrain changes (e.g. the end carriage couples with another one during a shunt) + other fixes
New shunting system, should be more reliable
Swapped a few more chairs at launch site to non-mountable versions.
Rebuild manifest again to fix Aux2 challenge [impossible]
Fixed loot index not being set when loading unloadable wagons from save
Different Aux2 testing content
Fixed NRE when loading coupled trains from a save if the train was destroyed immediately during load
Added some temporary logging to troubleshoot the NRE that only occurs on Aux2
Updated manifest
Updated TrainWagonC prefab
Updated traincars.population (showed an invalid path?)
Added trainyard lighting prefab to the monument scene
Trainyard scene2prefab
Trainyard lighting progress / updated the trainyard_lighting prefab
enabling crunch compression on the tarpaulin textures
changing tarp material to use standard + wind
Adjusted marketpalce_cloth material
An insignificant edit to TrainWagonC. Trying to wake the build server up to the latest changes
End shunting prematurely if a collision happens
Show one signal light if there's a train car but it's not an unloadable one
- Coaling tower now detects train cars that aren't unloadable, and allows shunting them too.
- Simplified the amount of possible interaction states in the coaling tower UI.