fixes, improvements, and a new rollingstock #TrainsInMotion #Traincraft (1.7.10 rewrite)
Alright so this one took a couple days but I got to double over everything.
Theres some nasty weather coming in over the weekend so I may not be able to finish up alpha 2 as soon as I'd like.
After doubling over the code, I just have 1 GUI and rollingstock left to do before alpha 2's release.
It's probably still a faster release schedule than anyone expected.
Alpha 3 may not be as fast because I'll be rewriting the entire pathfinding system, this means no more trains and rollingstock fusing into the ground, and more accurate cornering, not to mention better overall performance. This will also help significantly when it comes to the new rail system that will be in development during the late alpha phase.
At any rate, here's the usual changelog:
- Reworked the README a bit to clarify some things.
- Reworked the bogie model, forgot to center the wheels last time.
- Added the Well Car courtesy of sinjin, it even has a texture!
- Reworked the animation caching to be more giving when it comes to box names.
- Reworked the train/rollingstock registration process to be simpler and allow for different models for every bogie.
- Thanks to the new render methods we can now cache the bogie animations ahead of time.
- New render type added, "crate" its like the block render, but uses the actual model parts based on inventory use, rather than rendering a block in it's place.
- Added a new bogie class, for now it's only for rendering, but in alpha 3 it will fully replace the old bogie class.
- Fixed a crash with the container handler.
- Improved the range of inventory use percentage at which cargo should be rendered.
- Fixed cargo renders sometimes not being added.
- Fixed the GUIs that appear with the large inventory.
- TMT CHANGE: the default resolution for textures was changed to 512x512.
- TMT CHANGE: added a function to register an object with the name but without the texture size.
Theres some nasty weather coming in over the weekend so I may not be able to finish up alpha 2 as soon as I'd like.
After doubling over the code, I just have 1 GUI and rollingstock left to do before alpha 2's release.
It's probably still a faster release schedule than anyone expected.
Alpha 3 may not be as fast because I'll be rewriting the entire pathfinding system, this means no more trains and rollingstock fusing into the ground, and more accurate cornering, not to mention better overall performance. This will also help significantly when it comes to the new rail system that will be in development during the late alpha phase.
At any rate, here's the usual changelog:
- Reworked the README a bit to clarify some things.
- Reworked the bogie model, forgot to center the wheels last time.
- Added the Well Car courtesy of sinjin, it even has a texture!
- Reworked the animation caching to be more giving when it comes to box names.
- Reworked the train/rollingstock registration process to be simpler and allow for different models for every bogie.
- Thanks to the new render methods we can now cache the bogie animations ahead of time.
- New render type added, "crate" its like the block render, but uses the actual model parts based on inventory use, rather than rendering a block in it's place.
- Added a new bogie class, for now it's only for rendering, but in alpha 3 it will fully replace the old bogie class.
- Fixed a crash with the container handler.
- Improved the range of inventory use percentage at which cargo should be rendered.
- Fixed cargo renders sometimes not being added.
- Fixed the GUIs that appear with the large inventory.
- TMT CHANGE: the default resolution for textures was changed to 512x512.
- TMT CHANGE: added a function to register an object with the name but without the texture size.
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