- Dangerous restructuring of common behaviour during tile removal
- Fixed unloading Redstone Links querying their own chunk for tile entities
- Remove unused imports
- Display links are no longer unbreakable
- Various Ponder fixups
- Buffed potato cannon projectile speed
- Fixed Station Marker showing as Mansions on clientside maps
- Fixed Train Tracks no longer spawning fake track blocks for mapping
- Added LangBuilder to streamline things that make use of chat components
- Started migrating a bunch of text to use lang builders
- Glowing display board text now has a higher alpha
- Tracks & Chunk loading
- Train Observer, Filtering
- Train Station, Assembly, Auto-Scheduling
- Placard tooltip
- Added a "Next up:" prompt to make sure people are aware of other scenes
- Contraptions no-damage ticks after relocation now get sent to other players
- Fixed signal overlay rendering twice when ctrl is held
- The track system now sends checksums and id lists to prevent de-syncs after incremental changes
- Fixed pig spawner in blaze burner scene
- Fixed trains not processing graph migrations when graph was not present yet
- Fixed previous train name in a station not being serialised
- Fixed z-fighting between bogeys and adjacent blocks
- Added ponder scenes for the Train Track
- Fixed flywheel item model
- Added flywheel tooltip
- Display Board touchups
- Removed remaining hardcoded text components throughout 0.5
- Bogeys can now be placed closer together
- Station will now refuse to assemble when bogeys are too close to each other
- Train Tracks, Station, Controls and Seats are now waterproof and waterloggable
- Fixed Schedules not stacking with newly crafted ones after entries are cleared
- Fluid tanks are now a little bit better at keeping campfire particles below them
- Fixed Stations and Signals not properly rotating with schematics
- Fixed Bezier tracks not costing anything to the cannon
- Fixed Bezier tracks not being placed by the cannon
- Streamlined a number of existing recipe paths
- Added recipes for new items and blocks
- Creating bogeys in survival mode now requires railway casing
- Trackgraphs and trains now properly differentiate between the dimensions they are located in
- Tracks placed next to a nether portal will attempt to connect to a second track piece in the nether
- Trains now play a sound sequence based on attached blocks when arriving at a station after travelling for some time
- Trains can now be stalled by movement behaviours of mounted blocks
- Fixed bells constantly activating when mounted to a train
- Max train length is now configurable and substantially longer
- Fixed train relocation not working
- Train relocation now works on selected beziers
- Fixed trains with driverless backward controls not navigating forward
- Fixed trains not properly stopped by dead ends
- Fixed tracks not separating edges meeting at 45 degrees
- Assembly screen now shows whether any drives are present on the train
- Track placement and pavement now checks and consumes inventory items in survival mode
- Fixed signaling edge groups not being cleared when a signal migrates graphs
- Graphs without any signals now create a fallback group
- Fixed removed signals not clearing signal groups of previously affected edges
- Signaling sections now use a fixed set of colours
- Colours of signaling sections now try to be distinct from neighbouring sections
- Colours of signal sections now get synched to the client
- Edges now keep track of any intersections with bezier turns that cannot be part of the underlying graph structure
- Signaling sections now consider all other intersecting sections when checking whether they are occupied
- Holding a signal block now highlights nearby tracks with their respective section colour
- Graphs now keep track of a boundary box
- Track edges now carry back-references to their nodes
- Graph debugger moved from keypress to f3
- Train Navigation can no longer approach or pass through stations currently in assembly mode
- Station screen now displays whether trains can be (dis-)assembled
- Updated bogey assets
- Schedules are now consumed and returned when added/removed from Trains
- Added a schedule retrieval option to the Stations' UI
- Schedule items now keep track of their 'progress', which can be modified to skip stations
- Fixed crash when displaying station summary on a tiny display
- Fixed display boards breaking each other when blocks are added after providing rotational force
- Added placement assist for Display Boards
- Stations can now be given a Schedule via funnels/hoppers, which will apply a copy to its train
- Added a new signal mode for easier junction & platform management
- Fixed crash during trains' tick after a collision
- Fixed Trains trying to avoid their own carriages in navigation
- Fixed Trains trying to avoid their own station in navigation
- Fixed Trains triggering signals behind their targeted station
- Fixed Trains reversing mid-travel when path cost behind them is lower
- Wait time at signals now affects the tick order of Trains
- Trains no longer change destination when they are close to arriving at their initial choice
- Fixed crashed trains no longer keeping signal blocks occupied
- Fixed crash when a trains' path update is unable to find the original destination
- Improved precision of trains arriving at signals/stations
- Manual Train Controls now use network packets
- Carriages now properly re-introduce their passengers when entering ticking chunks
- Fixed approach station prompt no longer appearing
- Fixed players shunted to 0,0 when seated while train assembles
- Fixed relocator not using client-side graph when testing validity
- Fixed entity data not synched properly from dedicated servers
- Fixed controls storing state in behaviour class
- Fixed carriages not serialising conductor seat data correctly
- Fixed client-side trains not animating their wheels properly
- Client-side stations now receive information about a trains' orientation and whether it can be disassembled
- Server-safe train relocation
- Fixed client trains not catching up with received location when graph id changes
- Coupling renderer now entirely client-side
- Fixed Coupling render artefacts whenever a carriage drives out of the view frustum
- Fixed train information interpolated too quickly when a train has multiple carriage entities
- Movement of client-side trains is now controlled via network packets (Manual controls and Relocation not yet adjusted for sidedness)
- Modified train settings now get broadcasted to other players
- Cleaned up redundant delegation between classes involved in controlling the carriages
2022-03-08 03:51:03 +01:00
Renamed from src/main/java/com/simibubi/create/content/logistics/trains/management/StationTileEntity.java (Browse further)