branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
Catch a couple of NREs that would come up in RustText and fonts when building manifest
- Loot wagon WIP.
- New loot crate prefabs for the loot wagon.
Wagon ore amount is now variable, not always full. Fixed 'fixcars' not always filling wagons correctly.
Replaced the tower wheels with non-interactive ones
The Generic and Generic_Resizable loot panels now automatically resize to support title text that goes beyond one line
Added UI info for the unloadable wagons
Merge Main -> Trainyard Update
S2P trainyard, fixes output hopper interaction working only on my test map
brought the concrete_f_single/single_dirty variants up to par to the normal concrete_f texture set style
fixed regression incorrectly setting conc_metal_quarry to metalness workflow
metal_beam and metal_beam_b texture sets refresh
Fixcars refills ore wagons
Improved animation system for the output hopper
Update the hopper visuals when item amounts change (not just item count)
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
Fixed GetPercentFull() not handling fractions correctly (float cast)
Merge Main -> Trainyard Update
Balanced the spawn population values for the new system
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.
Increased the spawn ratio of the unloadable wagons to the other wagon types, and increased wagons per engine from 2 to 3
Added unloadable wagons to the spawn population list
metal_panels_a and metal_panels_b redo. Consolidated the set and removed _brighter variant
Tweaked concrete_f_bld_var material
Reordered textures on brick_wall_b_plasterblend
Airfield / replaced all old light switches
Disabled red and green lights on the light switch prefab
Added yellow light that is always on to indicate the switches control emergency lights
Improved a bunch of things with unloading ore
Show a different interaction if there's a wagon lined up, but it's empty
Allow unloading if the output bin is not empty, but don't allow if it's totally full
Correctly show the ore level on initial load
Fixed some menu interactions with the tower components. Use generic_resizable loot panels. Increased slots to 12.
Adjusted vacuum start delay per discussion with Alex
Merge Main -> Trainyard Update
Code gen for new interaction item
Fixed wagon unloading ending early
Monument Island now collates train tracks (if there are any)
Plaster_d green paint variant
Final iteration of the plaster_d texture
Tweaked some corresponding materials
Updated brick wall materials and some plaster materials
Merge Main -> Trainyard Update
All train engines now have horns (LMB)
Don't allow emptying wagon loot if the output bin isn't empty. Some more refactoring.