
If you think your fence is finished, click on the ‘Done’ parameter or just press ‘Escape’ (my favourite).Īll fences are now track assets.

To change the fence type, simply select a different fence from the ‘Fences’ category. You can set the fence type, orientation and collision behaviour for each segment separately. If you click again, the two fence posts will be connected and the last fence post placed will be your starting point. A fence post or hedge will now appear at the mouse cursor.Īfter the first fence post is placed, a preview of the fence will automatically appear between the fence post and the mouse pointer. Select one of the fences from the ‘Fences’ category of the Assets. There are no more grey markings and no guesswork about what the fence will look like at the end. When reporting a bug, please detail all the steps that are nectary to recreate this bug! Also please append your stdout.txt file whenever possible.There they are again! Only this time it’s completely different. Please use the issue feature to submit feedback/feature requests/bug reports. Reporting bugs/Submitting feature request If you plan to activly contribute to this mod, please join our Discord Server and request the role of a colaborator there: The pull request can be merged into the dev branch after a review.įor every release to the workshop, a pull request into the master branch is created, and a GitHub release will be created as well. (You can of cause open them early to get feedback if you like). When you are done and want to integrate it, you can open a pull request into the develop branch.

If you want to contribute to this project, open yourself an issue, place it on the project board, create yourself a branch, and do your work on your branch. This module provides useful util functions and does all Game API calls that are necessary to get the current state of the game. Game API requestsĪll game API requests are summarized in res/scripts/celmi/timetables/timetable_a. It also oversees checking if a vehicle requires stopping due to the timetable. It creates all necessary menus and holds an instance of the timetable, to modify it accordingly to the user inputs.


The UI logic is implemented in /res/config/game_script/timetable_gui.lua It is read-only to the engine thread and read/write to the GUI thread. The timetable module provides all necessary methods to alter the timetable and to request its information. The timetable is stored in a giant LUA table. Timetable LogicĪll the timetable logic is implemented in /res/scripts/celmi/timetables/a The project is split into 3 parts, represented by 3 different script files.
