branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
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.
Redone brick and plaster textures
Check the true max loot amount of the wagon's ore type when unloading into the hopper, and make that the hopper's 100% full look
Fixed trains not being able to pass the road crossings at Trainyard. Trainyard S2P. Track spline data regen.
Ore hoper fill animation working. Needs some cleanup
Brickwall_b texture and variants
Tweaked brickwall_c diffuse
Brickwall material update
Remaining locomotive damage states. Prefab application coming after slight mesh tweaks.
TrainDecals are cutout instead of fade because they're on a single mesh all around the large train and it causes lighting issues in some circumstances
Added a coal ore mesh that can be animated inside the coaling tower scrap bin
Fixed the stutter at the start of the ore emptying process
Added a start delay for removing ore, allowing the vacuum to lower first
Button animations, sync some more flag data
Coaling tower button setup
A basic editor window to "drive" objects around in the editor scene view
FX/Lighting/Damage iteration for locos & carriages.
Coaling Tower script rename
Merge Main -> Trainyard Update
Set all environment volumes in stables and fishing villages to Building instead of BuildingDark
Lighthouse / brightened up some environment volumes
Added XOR switches
Made interior lights controllable via switches
Added XOR light switches to the supermarket
Light up the spermket sign
Added some additional ambient lights
Replaced environment volumes with Building
Light switch prefab update / made status lights work again
Replaced gas station environment volumes with Building volume instead of BuildingDark
Added XOR light switches to the gas station
Added new light switches to airfield
Replaced a bunch of single light switches with XOR switches
Light switch prefab update
RefreshSignalLights on load only on client side
VehicleLight now supports multiple renderers, with potentially a different material index each. Set it up with the locomotive to set lights on the lower LODs. Updated all existing uses of VehicleLight. Some additional file cleanup.
Locomotive lights turn on/off
Fixed unloading point. Signals lights are now functional.
Started to integrate the unloading system with the real coaling tower
Light switch entity prefab
Updated light switch mesh
Light switch mesh and textures
Better environment volume setup for office_bld_a and watch towers. The doors facing the exterior will now have the building volume instead of building dark
Fixed ContainerMaxStackSize being client-side only.
Updated material settings for the coaling collector
Removed missing prefab from bush_dead
Removed three missing prefabs from the Trainyard "coaling tower" (they all seem to be integrated into the main model now).
Wagons animate ore scale instead of y position
Merge Main -> Trainyard Update
Fixed discrepancies between maximum wagon interaction distance and loot UI distance
ItemContainer AddItem can now optionally respect max stack size, both for the item and for the container itself. Trains cars use this to fill correctly. Also fixed ItemContainer GetMaxTransferAmount returning 0 if stack size was unlimited.
Allow the player to see the loot in a loot wagon, but not take it out
Re-modelled concrete debris set to match the new texture layout
Fixed truck cabin headlights and tail lights being metallic. Also toned down AO and black levels in the albedo