branchrust_reboot/main/Trainyard_updatecancel

604 Commits over 92 Days - 0.27cph!

4 Years Ago
Wagon ore amount is now variable, not always full. Fixed 'fixcars' not always filling wagons correctly.
4 Years Ago
Replaced the tower wheels with non-interactive ones
4 Years Ago
Text edit
4 Years Ago
The Generic and Generic_Resizable loot panels now automatically resize to support title text that goes beyond one line
4 Years Ago
Added UI info for the unloadable wagons
4 Years Ago
Merge Main -> Trainyard Update
4 Years Ago
S2P trainyard, fixes output hopper interaction working only on my test map
4 Years Ago
Material fixes follow up
4 Years Ago
brought the concrete_f_single/single_dirty variants up to par to the normal concrete_f texture set style
4 Years Ago
fixed regression incorrectly setting conc_metal_quarry to metalness workflow
4 Years Ago
Material fixes follow up
4 Years Ago
metal_beam and metal_beam_b texture sets refresh
4 Years Ago
Fixcars refills ore wagons
4 Years Ago
Improved animation system for the output hopper
4 Years Ago
Update the hopper visuals when item amounts change (not just item count)
4 Years Ago
Force a network sync when output hopper content changes, so the client gets the visual update for the ore mesh (and its collider) right away
4 Years Ago
Fixed GetPercentFull() not handling fractions correctly (float cast)
4 Years Ago
Merge Main -> Trainyard Update
4 Years Ago
Balanced the spawn population values for the new system
4 Years Ago
Missed one file
4 Years Ago
At dense spawn populations, engines could fill the sidings before wagons got a chance to spawn. Instead, I've combined all train cars into one population spawner and handled the wagons_per_engine convar via spawn weighting.
4 Years Ago
Increased the spawn ratio of the unloadable wagons to the other wagon types, and increased wagons per engine from 2 to 3
4 Years Ago
Added unloadable wagons to the spawn population list
4 Years Ago
Material fixes follow up
4 Years Ago
metal_panels_a and metal_panels_b redo. Consolidated the set and removed _brighter variant
4 Years Ago
Tweaked concrete_f_bld_var material Reordered textures on brick_wall_b_plasterblend
4 Years Ago
Airfield / replaced all old light switches
4 Years Ago
Disabled red and green lights on the light switch prefab Added yellow light that is always on to indicate the switches control emergency lights
4 Years Ago
Improved a bunch of things with unloading ore
4 Years Ago
Show a different interaction if there's a wagon lined up, but it's empty
4 Years Ago
Codegen for menus
4 Years Ago
Allow unloading if the output bin is not empty, but don't allow if it's totally full
4 Years Ago
Correctly show the ore level on initial load
4 Years Ago
Fixed some menu interactions with the tower components. Use generic_resizable loot panels. Increased slots to 12.
4 Years Ago
Adjusted vacuum start delay per discussion with Alex
4 Years Ago
Merge Main -> Trainyard Update
4 Years Ago
Code gen for new interaction item
4 Years Ago
Fixed wagon unloading ending early
4 Years Ago
Monument Island now collates train tracks (if there are any)
4 Years Ago
Plaster_d green paint variant
4 Years Ago
Final iteration of the plaster_d texture Tweaked some corresponding materials
4 Years Ago
Updated brick wall materials and some plaster materials
4 Years Ago
Plaster_d update
4 Years Ago
Plaster_d update
4 Years Ago
Merge Main -> Trainyard Update
4 Years Ago
Compile fix
4 Years Ago
All train engines now have horns (LMB)
4 Years Ago
Don't allow emptying wagon loot if the output bin isn't empty. Some more refactoring.
4 Years Ago
Moved the wagon ore loot data into a singleton scriptableobject, and reorganised everything around it. Now the coaling tower and the wagons, and server and client, can share information on the current loot situation with just an integer index and a float for percentage. The output hopper now sets its material correctly to match the current ore type.
4 Years Ago
Redone brick and plaster textures