13,068 Commits over 2,769 Days - 0.20cph!
Tuned PID values, removed wheel friction
Initial work on allowing real physics on the train while also keeping it on the track in normal conditions. Apply PID controller-style corrective forces
Correctly calculate the end of the rail line
Instead of updating the move distance for the front and rear train wheels independently, calculate just the front wheels and calculate the rear wheel position based on the distance between front and rear. Makes sure the front and rear wheel distance stays correct
Fix next/prev track distance calculations
Call track position finder recursively, letting trains handle any case where they're looking more than one track piece ahead. Save relative track orientation for next/prev track sections.
Increase trade use distance from 1.25m to 1.5m
Better check for the taxi trade box that allows for use of the front-mounted option when not mounted
Have the storage entity drop any contents as loot if it's destroyed by a conditional
New system for handling sub-entities on modules as conditionals. Destroy the sub-entity entirely when the condition is not met, and re-create it if conditions are met again.
Allow reassigning the gameobject in the modular car conditional
Change front sliding windows on armoured passenger module to Generic physic (sic) material
Move the HasMenuOptions check in UpdateLookingAt so that ShowIf menu checks that reference the lookingAt values get the correct data. Removed the workaround in VehicleModuleTaxi
[Editor only] Set "drawinteraction" to true in the console or toggle "Draw Interaction" in the Rust Editor window to get a visual text display of exactly what the player is currently looking at and where it is
Merge Main -> Media_Projects
Fix player ref in CanBeLooted in ModularVehicleShopFront
Set sliding windows on armoured modules to Generic material so they don't get decals. Decals didn't move when the sliders moved.
Prevent taxi trade box being usable at all when dismounted
Made the velocity restore when taking out a road sign in a modular car one frame faster
Fix kick button interaction showing up even when the button itself was unavailable
Added additional null check in CheckLookingAtVisible
Glass and decals didn't play nicely on taxi module (spaced out from the renderer, sometimes wrong angle, all decals were cleared together even on the stronger glass front that hadn't broken yet). Changed glass physic material (sic) to Generic to remove decals.
Allow cars hitting road signs to keep most of their velocity if the sign is destroyed on the next tick
Fix kick button not working from rear seats module
- Added support for conditionals based on module exact match, rather than just module type.
- Added support for storage module sub-entities to be conditional themselves.
- Used the above new features to no longer show the dropbox or kick button if one taxi module is behind another.
Fixed taxi module kick button not working when looked directly at from the seat of an armoured module. This required a refactor of CheckLookingAtVisible to find a shared vehicle base parent.
Merge TaxiModule -> Main. Removes the gap between modules when connecting a taxi module behind an armoured one.
Created a boot icon. Now using it for the taxi module passenger button. Also fixed incongruous settings on joystick icon
Update taxi module inventory icon
Roadsign pole colliders now match the actual thickness of the pole
Merge from TaxiModule -> Main
Hack for kick button until interaction is fixed. Cast our own ray in the ShowIf, plus check angle and distance in CanKickPassengers
Setting up taxi module kick button. Seating prefab update. Currently kick interaction is non-functional due to an existing player interaction bug. Manifest rebuild and code gen.
Slightly decrease engine power in all modular cars
Thickened side colliders on taxi module and both armoured modules, to reduce client-side gunshot hits through the walls (server-side was already OK).
Cherry pick 2-module passenger fix
Increase taxi module glass strength
Added taxi window glass gibs. Reassigned a couple of other glass gibs that had lost their assignment in a merge somewhere