13,133 Commits over 2,800 Days - 0.20cph!
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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Remove unused TriggerParent from 2module_passengers
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.
New 2socket vehicle preset
Merge from Vehicles -> Glass
Updated armoured module icons to match their new look
Merge new car-to-player/ai collision work -> Main
Adjusting drag values after some more testing
Adjusting damage and force values
Add additional drag when hitting things as well
Make IHurtTriggerUser server-only
Add an appropriate approximated collision damage and hit force to the car when it hits a human or animal
Merge modular car mass and engine power changes -> Main
Adjust engine power output to match vehicle weight reduction
Reduced the mass of all modular car parts by 25%
Merge modular car save file fix -> Main
Fix vehicles thinking they're in a non-working state when loading saves
Merge from Main -> MoreModularCarWork
Remove F10 screenshot option again as the image FX don't upscale, defeating the point. ☹️
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.
Gibs can now inherit velocity. Car module gibs now DO inherit velocity.
Merge from Main -> Vehicles
Merge vehicle decay changes -> Main.
Fix decay tick time scaling
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.
Make the other Health hurt methods non-virtual, since none are currently overridden and they all call into the main one.
Merge hackable crate mass increase -> Main
Increase HackableCrate mass from 500kg to 1500kg
Merge from Main->Vehicles
Make sure modules have SOME health when initially spawned in
Fixed armoured passenger module not disabling side window colliders when the panel was disabled (health conditional). Added one more vehicle preset.
New vehicle presets that use the passenger armoured module
Front sliding windows now functional on the new armoured passenger module.
Added item and icon for the new armoured passenger module. Renamed it from 1module_cockpit_armored_passengers to 1module_passengers_armored. Manifest rebuild.
Remove obsolete comment component from vehicle module base
Fix NRE in DisableInternalCollisions when net is null
Do both entity comparisons in HasEntityInParents, as is done elsewhere.
Do the IsOutside() check from the bounds mid point instead of the top, but continue on if the hit collider is part of the entity doing the check. Makes the outside check more reliable.
Reduced ScrapTransportHeli outer bounds to match its actual size, they were massive.
Added gibs for all the different panels that fall off modular cars as they take damage
Fix hot air balloon collider being present even when the balloon is not inflated
Adjust car front/rear hurt triggers
Reduce car collision damage to players and to NPCs
Stop the ridable horse's saddle from complaining that it can't switch parent to the ragdoll when the horse dies. It doesn't seem to need to switch, so I'm letting it be destroyed silently with an override - same as existing behaviour, but without the logging. Fixes "SwitchedParent Missed horse.corpse" server log spam.
Merge from Main -> Vehicles
Fix cars sliding weirdly on slopes, also improve the "handbrake" when dismounting cars at low speed, so they'll properly stay still