branchrust_reboot/main/Trainyard_updatecancel

606 Commits over 92 Days - 0.27cph!

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