13,240 Commits over 2,830 Days - 0.19cph!
Adjust steering, now easier to control for people like me with 300ms ping
Graduate collision effect placeholder to be not placeholder anymore
Correctly apply throttle to power wheels only. Add drag force and some other small bits back that I originally removed
BillB test map edit. Moved spawn point, added a generally troublesome vehicle layout
Revert ConfigureVehicleSubsteps changes as it didn't fix the physics issues.
Adjust steering lerp value
Refactored steering, should now be easier to make small adjustments
Increasing ConfigureVehicleSubsteps values, attempting to fix physics glitches on the server due to low timestep frequency. This does affect driving physics (hence the grip changes), and sadly also means suspension values don't always return correctly, causing wheel visuals to be slightly off. This is unavoidable barring a complete wheelcollider replacement with something custom, or keeping ConfigureVehicleSubsteps on one.
Merge in the latest push fix changes
Revert the earlier push fix merge subtraction, so we can merge the new changes in cleanly
Fix a couple of minor errors
Allow TriggerHurtNotChild to delay damage done. This is a fix attempt for drivers/passengers taking damage on vehicle exit.
Remove unused (and already disabled) collider from Modular Car driver seat
'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
Restore the ability to start the car's engine by pressing the key for reverse
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
Fix repair info text, which was affected by the blueprint issue as well
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
Still occasionally getting hurt on dismount, reverting #
51184 for the time being.
Merge inside-car repel force and hurt force changes -> Vehicles
Added HasEntityInParents to BaseEntityEx with same behaviour type as GetComponentInParent. TriggerHurtNotChild now checks all parents, to handle e.g. player on flatbed on vehicle, and re-does that check each tick. This should stop players getting hit by hurt triggers when on flatbed.
Removed old commented code re recycling chassis in ModularCarGarage. Since recycler code no longer needs to be used in multiple places, reverted it to the version from main plus my note about the "entitySource == this" client bug
Merge headrest collider into one GameObject
Fix armoured cockpit seat colliders not matching its seats
Merge ent kill for vehicles fix, new AdminKill method
Merge low fuel light branch -> Vehicles
- Simplify light on/off code
- Only show fuel light if car is on
- Remove debug log
- Reduce low fuel fraction to 10% (50/500)
Replacing null check with IsOnAVehicle
Add inside-vehicle damage trigger back, but with a new up direction check added. This will probably bring back to hurt on dismount (builds only), so branching for now.
PlayerRepelTrigger is back, but improved - should no longer cause players to occasionally slide off the flatbeds etc. This fixes players getting stuck under vehicles.
Add warning suppression for inspector vars
TriggerParent now has two intersection mode options:
- AnyIntersect, the existing default, parents the object if any part of the object intersects any part of the trigger
- OriginIntersect parents the object if the origin of the object intersects any part of the trigger
OriginIntersect has the effect of letting us only parent players if their feet touch the trigger. Now using this on vehicle module flatbeds, so we no longer scoop up players and parent them when the vehicle runs over them.
Merge vehicle pushing refactor from Vehicles/FixPushing -> Vehicles
Car pushing now much smoother, more reliable in general
Merge from Vehicles -> Vehicles/FixPushing
Merge from Main -> Vehicles
Merge from Vehicles -> Vehicles/FixPushing
To be safe, early exit from AttemptMount if IsDead
Allow cars to throttle forward while rolling backwards at any speed
Don't show Check Engine light on a failed engine start if the only problem is no fuel
Fix vehicle lift treating a vehicle that's missing engine items as an incomplete vehicle
Project pushes onto a 2D plane based on the vehicle up axis so that they always push horizontally rather than up/down
Allow cars to throttle forward and hill start when rolling backwards at <=2m/s
Change fixcars command to force the selected tier, instead of only replacing <tier parts