branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
Automatically set lighting window BakedGI, RealtimeGI, Auto Update in scenes with TerrainMeta (this ensures lighting looks somewhat correct in edit mode)
Light switch tweaks in the gas station and supermarket
Material tweaks
Changed handling of global_SkyReflection / unity_SpecCube0 because global_SkyReflection can't be set at edit mode (global_SkyReflection now only used in mesh decals and water system, will need testing if it's needed elsewhere)
Updated airfield light switch setup
Updated some shadow proxies with higher quality LODs to fix shadow issues
Updated some materials
Fixed traincars.population null entry
Better warning when SpawnPopulation contains a null entry
Fixed NRE in CoalingTower when running procedural map in the editor (cc billb, this is probably the wrong way to fix it)
Lighthouse lightswitch and material tweaks
Airfield light switch update
Made the pier posts deeper in fishing villages (wooden_walway_large set)
Fixed the missing notch on cliff_tall_pinch_b LOD3 for player cover at higher distances. Doing so on LOD4 should not be necessary.
Created bespoke gibs for train_wagon_loot
Updated train_wagon_fuel_tank gibs
Updated prefab scripts
Enabled crunch compression on some textures in the vehicle folder
removing a bunch of unused stuff :DDD
Enabled crunch compression on some textures in the nature folder
Remade brick_wall_c textures and masks
Changed brick wall and plaster textures to 2k and crunch compression
Enabled crunch compression on textures in the props and structures folder
Merge from global_lighting_tweaks
Fixed locomotive light material errors after the model update
Fixed fuel wagon gibs. Manifest update.
Lifted the cowcatcher/pilot/bumper up so it's not scraping the tracks
separated front lights out from the rear lights
scaled the control panel monitor to be 5:3 so it's easier for ui implementation
updated train prefab, hoping i dont break anything
Finished setup - fuel wagon now fully functional. Output goes into the red tank.
Some variation in the hatch anim
Hatch animation is bouncy instead of linear. Refactoring.
Basic automatic hatch animation for the fuel wagon
Unloadable fuel wagon WIP. New prefab, script, updated colliders.
Merge Main -> Trainyard Update
Manifest build for wagon changes
Set up the updated loot wagon, removed my temporary content
some material tweaks along the way
Enabled crunch compression on higher resolution textures in the Generic Textures folder
deleting obsolete texture
loot wagon prefab colliders settings
Made some bespoke art for the train_wagon_loot wagon
Uses a gravel pile overlay that wont yield anything
Modified the train_wagon_fueltank to have three hatches, hatches are openable
Updated prefab
Set loot wagon loot to use the train wagon info message as their title. Wagon crates DoPrepare + manifest.
Fixed genericsmall loot panel not looking at the requested loot title. Got missed as it's not in the loot panels scene
Lock the loot wagon loot until the ore is removed
Don't show open interaction for the loot wagon
Destroy the ore when removing it from loot wagons, instead of sending it to the output
Loot wagon WIP, fills and unloads.
Loot wagon WIP. Made a placeholder dirt pile.
Fixed satchel charges sticking to the storage unloading area
new textures for corrugated_a (I might revert this if it turns out too life changing)
Added gibs for the ore wagon, updated prefab
Gave the compound wall its own detail mask, edited materials
further tweaks to stairs_ladders and material