Dominik Waurenschk

Results 47 comments of Dominik Waurenschk
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Oh I see now. Looks like it added all the script variables to the tscn file, even if they are the default value. Maybe this is a Godot 3.4 thing?...

notes, file_exists and invalid filename should now be fixed. don't know why godot adds a bunch of stuff to the tscn

Should be ready now. Please test both ingame and editor! Also try converting an old map and exporting. World Origin Shift is kind of slow, but that's because *all* Rails...

> The generated multi meshes still get saved Well that's bad... that shouldn't have happened... will look into it

I agree with this. Not sure if we necessarily need a Cabin script (does the cabin do anything special?), but I agree the cabin should just be a normal Wagon....

Well currently the only "logic" is hiding the wagon models and showing the cabin model. It literally does nothing else. So that's why I'm not sure if we need a...

Specific Scripting is currently stuff like animating the controls in the cabin and displays, yes. This could indeed be in a sort of "cabin" script, that is then attached to...

I think the idea was to have `Wagon` be a class, and for `Cabin` to extend `Wagon`. Then you can put all the Cabin-Only code in it's own file, instead...

Oh and yes, we don't want to re-use the same cabin by just rotating it. The train creator would have to setup the train so that there are 2 cabins...

I think this is fixed in v0.9, right @HaSa1002 ? And powerlines can be disabled in the v0.9 editor :)