userBill Bcancel
7 Minutes Ago
Prevent RefreshConditionals being called before the vehicle the module is on has finished spawning
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Today
Searchlights now may only be placed on construction (but since becoming IOEntities they also no longer decay)
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Today
Fixed the power output change not propagating from the reactive target if the target was shot down
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Today
Spotlights now use electricity instead of fuel, require 10 power
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Today
Merge reactive target changes -> Main. Reactive targets now have optional power in/out + electrical inputs to raise/lower.
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Today
Fixed reactive target output updating
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Yesterday
Initial work on making reactive targets accept electrical inputs. One bug remains with chained targets. Due to engine limitations, reactive targets no longer decay (now same as pressure plates)
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3 Days Ago
Update BillBTestMap for the new Unity version
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3 Days Ago
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
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3 Days Ago
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)
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3 Days Ago
AA enum compile fix
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3 Days Ago
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
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3 Days Ago
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
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3 Days Ago
Fixed fuel storage not being accessible on RHIB after collider update
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4 Days Ago
Merge ScreenshotChanges -> Main
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4 Days Ago
Merge General
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4 Days Ago
Fix modular car conditional object NRE that could occur when adding a new module to a chassis, if the following out-of-order scenario occurred: - Server creates the module entity and saves it to client with socket index -1 (no socket) - Server adds the module to the car with socket index now set - Server saves new socket index to client - Client creates the module entity and calculates socket index correctly - Client loads new entity, socket index incorrectly reverts to -1 - Client refreshes module conditionals, bad socket index causes NRE
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4 Days Ago
Restore the missing flash and sound effect on the instant camera
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4 Days Ago
Large size (F9) screenshots no longer need to disable image effects, and support depth-of-field.
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5 Days Ago
Don't gib damaged modules on initial load when added to a vehicle
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5 Days Ago
DoPrepare on all vehicle modules
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5 Days Ago
Refresh all car module conditionals
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8 Days Ago
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
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8 Days Ago
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
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8 Days Ago
Add support for gibs to use the colliders they have on their original prefab, including primitive collider types. The physics material is now also assigned, plus a small amount of drag.
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8 Days Ago
Merge from Main -> GeneralBugFixes
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9 Days Ago
Fix up RHIB colliders
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9 Days Ago
Fixed tool cupboard saying "unattened" (but will need a phrases rebuild)
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9 Days Ago
Fixed another user being able to turn on/off single-user static "oven" objects (e.g. refinery, BBQ) while a user is using the UI.
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9 Days Ago
Main inventory right-click can now fill all AutoTurret ammo slots, not just the first one
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9 Days Ago
Prevent using the chainsaw while refilling.
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9 Days Ago
Merge from Main -> GeneralBugFixes
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9 Days Ago
Better fix for roadside object angles, which also fixes the other bug of roadside objects leaning left/right when spawning on up/down sloping roads.
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10 Days Ago
Fixed roadside electrical boxes being misaligned with terrain. Roadside objects are now able to optionally align to the road's normal (while still facing in their assigned direction). I've set it to true for roadside decor (electrical boxes and road signs).
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10 Days Ago
Merge from Main -> GeneralBugFixes
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10 Days Ago
Locker now allows right-click moves from inventory for both clothing and belt items, putting them into the right slots. Previously only clothing was supported.
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11 Days Ago
Improved locker fix that keeps the right amount of belt slots
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11 Days Ago
Fixed invisible item slot in the locker UI
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11 Days Ago
Fixed two modular car presets not having an engine!
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12 Days Ago
Merge fix for server-side projectiles (autoturrets, NPCs) being able to shoot through armoured module walls in some cases. Allows mountables to set a custom size for the player's capsule collider.
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12 Days Ago
Allow mountables to resize the player's collider when mounted. Set custom sizes for the modular car seats. Get player components in PreInitShared instead of InitShared so we don't need a special case for playerCollider.
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12 Days Ago
Don't need PlayerCollider null checks anymore
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12 Days Ago
Refactoring to tidy up playerCollider and physicsRigidbody a bit.
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12 Days Ago
Rename triggerCollider to playerCollider as it's not a trigger
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15 Days Ago
Fix car pushing no longer working properly due to the new handbrake system (#52873) + moved the push code.
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15 Days Ago
Fixed modular car engine performance not being recalculated when the engine is repaired (regression in #53163).
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15 Days Ago
Revert the changes in 53372 - Cars are now cheaper to repair on the lift vs. the hammer again, with hammer going back from 20% to 50% cost (sorry).
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16 Days Ago
Previously I'd observed that wheel colliders were occasionally preventing the modular car rigidbody from sleeping, even with a forced sleep call and having motorTorque and brakeTorque set to zero. To counter that, I was simply disabling them entirely when the rigidbody went to sleep. However, that caused a surprising new bug: If you shot a sleeping car with a rocket, it would correctly wake the rigidbody, but the act of the wheels waking up as well would completely cancel the rocket explosion's force [because Unity], meaning the car didn't move. I've now determined that it was the steering being non-zero that was preventing sleep [because Unity], so I've removed the disable/enable for wheelcolliders and set steerAngle to zero on sleep as well, which lets sleep work correctly, and explosion forces on sleeping cars now work again.
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16 Days Ago
Move damageRenderer serialisation out of #CLIENT define, so it won't get lost when switching to #SERVER
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16 Days Ago
Fixed missing DamageRenderer scripts on some vehicle modules
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16 Days Ago
Fixed modular car repairs with the hammer costing more than repairs on the vehicle lift. Hammer repair cost has been reduced to 20% of the module's original cost (was 50%), which matches the repair bench/vehicle lift standard.
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17 Days Ago
Fixed minicopter and modular cars becoming unusable after loading from a save if the server was saved during engine startup
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17 Days Ago
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18 Days Ago
Adjusting stuck-in-car damage
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18 Days Ago
- Fixed car collisions with horses not always registering (at high speeds, RemoveInvalidEntities was removing them before they had a chance to tick). - Increased car vs. NPC damage by 25%. - Fixed the player-in-car hurt trigger not doing damage if the car wasn't moving.
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18 Days Ago
Engine internal items now take 50% less damage when inheriting damage to the module itself (i.e. they'll survive twice as long)
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18 Days Ago
Fixed the associated item on the armoured passenger module. Fixes repair not working correctly.
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19 Days Ago
Adjusting collision factors
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19 Days Ago
Remove hit force multiplier
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19 Days Ago
When faking car vs. player/AI/animal collision, use realistic masses for each of them as a starting point. Added new "RealisticMass" field.
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19 Days Ago
Improved car ability to climb hills: - Increased low-speed power by 25% - Increased grip both on and off road by 7%
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19 Days Ago
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19 Days Ago
Remove unused TriggerParent from 2module_passengers
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22 Days Ago
Merge Vehicles -> Main. Adds gibs on individual car panels, armoured passenger module, lifts can be placed in tighter areas (including T-shaped floor sections), cars remain still when they should on slopes, + other tweaks and fixes.
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22 Days Ago
New 2socket vehicle preset
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22 Days Ago
Merge from Vehicles -> Glass
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22 Days Ago
Minor fixes for gibs
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22 Days Ago
Updated armoured module icons to match their new look
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23 Days Ago
Merge new car-to-player/ai collision work -> Main
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23 Days Ago
Adjusting drag values after some more testing
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23 Days Ago
Adjusting damage and force values
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23 Days Ago
Mass edit
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23 Days Ago
Add additional drag when hitting things as well
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23 Days Ago
Make IHurtTriggerUser server-only
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23 Days Ago
Add an appropriate approximated collision damage and hit force to the car when it hits a human or animal
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23 Days Ago
Merge modular car mass and engine power changes -> Main
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23 Days Ago
Minor engine power edit
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23 Days Ago
Adjust engine power output to match vehicle weight reduction
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23 Days Ago
Reduced the mass of all modular car parts by 25%
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23 Days Ago
Merge modular car save file fix -> Main
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23 Days Ago
Fix vehicles thinking they're in a non-working state when loading saves
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23 Days Ago
Merge from Main -> MoreModularCarWork
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24 Days Ago
Remove F10 screenshot option again as the image FX don't upscale, defeating the point. ☹️
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24 Days Ago
F10 now takes a large screenshot with FX (AA, DOF, sharpening) still on, much like F4 does. Also fixed a bug in F9 screenshots, they now disable AA as they're supposed to.
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24 Days Ago
Gibs can now inherit velocity. Car module gibs now DO inherit velocity.
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24 Days Ago
Merge from Main -> Vehicles
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24 Days Ago
Merge vehicle decay changes -> Main.
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24 Days Ago
Fix decay tick time scaling
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24 Days Ago
Don't damage engine internal items when damage is of the decay type. Removes the need for the player trick of removing engine internals from stationary cars to stop them decaying. Don't decay modular cars at all if they're on a powered vehicle lift.
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24 Days Ago
Make the other Health hurt methods non-virtual, since none are currently overridden and they all call into the main one.
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24 Days Ago
Merge hackable crate mass increase -> Main
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24 Days Ago
Increase HackableCrate mass from 500kg to 1500kg
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25 Days Ago
Merge from Main->Vehicles
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25 Days Ago
Make sure modules have SOME health when initially spawned in
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25 Days Ago
Fixed armoured passenger module not disabling side window colliders when the panel was disabled (health conditional). Added one more vehicle preset.
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25 Days Ago
New vehicle presets that use the passenger armoured module
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25 Days Ago
Front sliding windows now functional on the new armoured passenger module.
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25 Days Ago
Added item and icon for the new armoured passenger module. Renamed it from 1module_cockpit_armored_passengers to 1module_passengers_armored. Manifest rebuild.
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25 Days Ago
Remove obsolete comment component from vehicle module base
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25 Days Ago
Fix NRE in DisableInternalCollisions when net is null
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